#🥽┃virtual-reality
1 messages · Page 62 of 1
can you look at #archived-art-asset-showcase
I don't want to crosspost and I asked a question not sure if you have any idea of top your head.
Hey ! Thank you for your answer. I tried to move the origin but it didnt seem to have any effect. It felt like it was not moving at all during gameplay. You are suggesting that the camera offset is the object that actually moves around with the player ? So this is the one I should snap it's local position back to 0,0,0 for example ? Thank you for your time
how do i take button input with scripting?
I believe so, if I remember correctly the origin remains fixed and is what moves when you teleport, it is essentially a reference to the center of your play zone
you're supposed to move the object at the top of the hierarchy. the transforms inside the xr rig basically have a no-touch policy
Hi, following up on this question, still havent found a way to fix it :)
Hello there! Did anyone managed to have Application Space Warp working on the Quest 2 with MSAA? I got ASW working but MSAA no longer works which is not ideal.
Anyone work with Passthrough before? Seems to freeze when you disable it
Hello! I've been using MRTK to develop for my WMR headset, and the teleportation system is completely busted. Does anyone know how to change it at all?
Earlier on, it barely moved me at all, and I was completely unable to change how far the parabolic pointer went
Still having the same issue, but now it doesn't work at all
It just rotates the camera
Actually about to start a very similar project, is that still the approach you are taking
we gave up
Ah noo! Not what I wanted to hear 😅
Did you guys look at vuplex webview?
is that the $199 plugin?
Yes
It works really well for traditional web browsing. Haven't tried it for a 180 or 360 view
There's also the unity official webrtc package. I'll probably try that one
hi!
I'm using this script for my project:
https://forums.oculusvr.com/t5/Unity-VR-Development/Meta-avatar-2-multiplayer/td-p/937397
I need to use Meta Avatar2 for photon multiplayer
In editor I can spawn in my avatar and it is correct
but if I make a build on quest2 nothing is visible from the character
please help
Hello everyone. I'm trying to use the new meta avatars in multiplayer but I struggle with implementation. I tried with Photon Pun 2 and the sample scene "network loopback" but I'm unable to achieve proper networking. Has anyone achieved multiplayer with the new avatar sdk or know a documentation o...
quick question would i be able to make a IK character with only the arms and not the head so its kinda like trouts game (if you know what that is)
I do not, but yes of course you can
You absolutely could. You'd just need an IK setup that only handles the arms. So if you had an IK component that was per-limb, then you only need two, one for each arm, just as an example
ok so i got that to work. how do i get my gun to kill other players because rn it just shoots bullets
or if there are any tutorials please tell me
does anyone know some good tutorials to getting started with vr stuff in unity?
does anyone know how i can add jumping to my vr game?
there are jumping tutorials on youtube
Same as any 3d game, doesn't matter if it's VR.
I do however recommend you look into Tunneling Pro, to reduce motion sickness in VR while jumping
Ok
This guy has great videos (thanks for the good guides @crimson ingot )
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.
// 📃...
can someone help me.. i have inverse kinematics on my model but im using photon and other players see just a floating sphere and hands but how do i add inverse kinematics to photon pun..i have already set up photon
do the ik client-side, there's no reason you need to sync the results
so you mean like i should remove IK that the player can see and add it so other players to see?
has anyone here ever made vr game?
Yes, or if you want the player to see his own body do both.
Syncing this over the network sounds like a bad idea. Just sync the required positions and make the IK move locally on all machines
can someone send me a unity XR jump script for oculus controllers button (A)
How can I do basically this? -> https://www.youtube.com/watch?v=sugshDnB5PY
Working on a character customization. Planning to add a more interactive, no UI based one later. Like a manual click and drop of colors and meshs instead of selecting them on the UI panel.
Still a good start.
I Also need to send all the collected data from the selected model to my database to be able to load as it, onto the desired account.
@hidden ember there's only data and some of that data is synced between the clients. Some of that data should be synced directly and some of that data can be calculated based on the other synced data. Ik falls in the second category
@wise tartan depends how your player is setup. If it uses rigidbodies just use addforce upwards when pressing the button
im trying to make a game and i cant get my controllers to track
Using unity xr with steam vr?
im trying to get models to track with it but the wont
and i cant test it on steam vr rn
Which headset?
does anyone work with vrbooster
Hey! I'd love to know your thoughts on this asset https://assetstore.unity.com/packages/tools/integration/auth0-authentication-for-vr-oculus-216543
might want to clarify/disclose that you're asking as a developer of the asset
I'm still having this issue and I'm not sure what ive done wrong but I need help
seems to be a marketing thing. since they're back with the same question every few weeks
i got an error that says im using an oculus xr plugin version with known issues and tells me to upgrade but i need to remove then install and not just upgrade but the plugin is up to date.. should i just uninstall and redownload anyway?
@true meteor you need to install the SteamVR unity plugin but also to manually configure the json bindings, having had precisely this issue today…
@steep oxide Hi, do you have any document, or repository showing how to do it?
Is there a way, how I can make, that the X and Z coordinate of the XR Origin camera to the same, like the XR Origin Capsule?
(The XR Camera is a child of the XR Origin but If I move in Real life back, forward, left or right. My position is no longer inside of the collision capsule of the XR Origin, so that I have problems with finding the door hole and something like that)
Is there a way to tell my XR Camera, that it should stay on "X" and "Z" of my XR Origin Capsule?
Hello everybody, I'd like to implement wall climbing in my VR game using HTC Vive and XR Toolkit. Could anyone help with a video or tutorial?
Did you look on youtube? Both Valem and Andrew have tutorials on this
anyone know any tutorials for hand hitting ground vibration like gorilla tag
should I use open-xr for oculus quest 2? Or should I continue using the oculus xr plugin? I think I read online that oculus is moving towards open-xr and oculus-xr will be supported until 2023?
OpenXR is the preferred API for Oculus going forward @abstract sigil
Hi guys, I am desperate. I am developing a prototype in Unity for Oculus Quest 2. My game is experiencing, all of a sudden, a strange clipping (kind of flickering), only when exported to standalone version into Oculus (and not in Unity when testing with Oculus linked). The problem is that I kept on developing the game testing only in Unity with linked Oculus, so I did not notice the problem until later on. Here are some video showing the issue, and a screenshot with the exporting settings. Please help!
is this the right section to post this kind of problem? Sorry it is my first post on this server
Sure. This looks like the kind of glitchiness you get when you move the camera too far away from the (0,0,0) position. You didn't notice it in the editor because a desktop GPU uses higher precision floats by default, which requires more distance from (0,0,0) before you get this kind of error.
The solution is to not move the camera so far from (0,0,0)
Hey, anyone got a tutorial/documentation on implementing a collision based UI interactor for the XRITK? basically, instead of ray interactors, I want to put a collider on one of the fingertips of my player hand and if it collides with a button, pus the button, for example
how stable is OpenXR in comparison to oculus SDK nowadays?
Perfectly stable from my own testing. It's not as feature rich as the steam and oculus packages though
Hi MentallyStable, thanks a lot for your reply. I will now put the XR RIG in 0,0,0 position, and let you know how it went.
So the oculus xr plugin package is not needed at all, correct? Under XR plugin management I should have open xr checked for android and the quest 2 support feature checked?
Yes
Hi, the position of the camera is 0,0,0. Also, I set clipping planes "Far" value for the main camera (the XR RIG Camera) to 300, but the issue is still present... 🙄
Hi guys, I updated my project from 2020.1 to 2020.3.26 and now my game isn't rendering in my left eye, does anyone know how to fix this?
Hi guys,
as an university project, I developed a virtual reality application on my quest 2. I'm using XR Interaction Toolkit and OpenXR.
Loved the developing process and works fine on my quest.
Now my professor aims to run the application in the universities showroom on their HTC Vive Pro 2 via Steam. Is there an easy way to achieve this?
I tried switching the platform to UWP in Build Settings, build an .exe file and install it as external .exe file to steam.
Obviously this didn't work.
I'm a beginner in all of this, so help is much needed!
BIG THANKS in advance. 🙂
Should I be using URP or the built-in render pipeline for standalone VR these days? I’m running into some performance issues on an empty scene for my Quest 2. I’m wondering if it’s because I’m using URP
I've yet to see URP reduce development time or actually solve a framerate issue. Most of the benchmarks we've done show URP to be slower in practice but intorduces a lot of rework. But we haven't checked it in a while
URP using the mobile-targeted shaders (i.e. SimpleLit rather than Lit) should generally be as fast as or faster than built-in with its standard shaders.
Don't change it to UWP, you want standalone desktop. You probably just need to enable OpenXR in the windows XR Plugins. However, I've found that quite a few versions of Unity can't work with SteamVR bindings, so getting SteamVR specifically working can be a pain.
Maybe even impossible without a vive/steamvr to test with.
hey thanks for your reply. I switched to standalone desktop. Did I do that right?
yeah I had some trial and error moments in the last few days so I thought maybe someone here can help haha..
But it would be great to know whether if its possible/impossible..
Yes that's the proper OpenXR config for SteamVR
Although in 2020 I was able to stop using the OpenVR Loader as well
If you need someone to test a vive build just let me know. Usually when there is an issue the headset works fine but controller input doesn't
I'm currently using Unity Version 2020.3.24 for that project
how do i get controller vibration when i hit the ground
still desperate... any help would be super appreciated! 🥰
are you on Unity? Developing for Oculus?
yes
ok I managed to do exactly that. Wait I send you the code I used...
ok
there you go
don't forget to add "using UnityEngine.XR.Interaction.Toolkit;" at the top
you are welcome 😃
Our VR camera is very close up when seen via monitor (as expected).
We fixed this by adding a second camera and making it the primary display on our monitor.
The reason we did this is because we can increase the FOV and lerp the camera pos and rot so you get a really nice, smooth spectator camera.
Problem is... Rendering 2 cameras is extremely expensive...
Anyone have any advice?
nothing you can do about it. you'll always need to do a separate render for the spectator camera
you'll just have to adjust your performance budget to account for it
Got it, thanks @tiny niche !
I am doing the VR tutorial and whenever I create a prototype world my hands are really offset from where they actually are can someone help?
can someone please help I have no idea how to fix this
Am I able to let other players walk on each other?
i'm using animation rigging for a VR player model
I want to disable the thing that makes it stay a certain size so it works for people with long or short arms without them needing to input their height
how do I do this?
Anyone know how to correct the default hand orientation/rotation for OpenXR on oculus quest 2? When I load in, my hands seem to be rotated incorrectly
Hello, I have a problem with OpenXR and HTC Vive, where it doesn't track my head movement
I added the Input Action Manager and linked it to all the default input actions
It still doesn't respond to movement, what could be the things I have missed?
(I should add that the head movement worked before I added the XR Interaction Toolkit)
((Oh and the controllers are also unresponsive to movement and anything else, but they are configured to use default XR actions))
Riiiight, now I somehow got the controllers to work, but my head still doesn't move
its not impossible, but its typically not a great idea
there is less z clipping fidelity on mobile targets, including quest. Besides increasing the nearclip plane and decreasing the farclip plane.... There isn't a lot to be done. Try and make sure you don't model coplanar or nearly coplanar surfaces. The windows on that building for example just need to be offset a bit. Just avoid overlapping triangles and you won't see so much of this.
could anyone help me with this?
thanks, that fixed it!
thank you very much!!!
hello, hope somebody can help me
I have video in my folder "streaming asset" (i use avpro to read them), lets say i have one video
I add one video (of 800 mb for informations), i build the game, put it in the headset, everything is good
I add an other video (of 500mb for info), i build it and try to launch the apk in the headset, but it instantly crash (i don't even see the "unity" logo)
Hope somebody will know why
Hiiii, does anyone know why my game cannot move forward when I turn the 30degree angle down?
has anyone had this issue before?
Something seems to have changed with steamVR so "InteractUI" was no longer an option and i had to set click to TriggerButton
can i use URP with VR ?
Can someone help
Yes. Some people have said it's less stable than the built-in renderer, but I decided to go with URP since it seems to be recommendation going forward and is newer with more customization available. If you use the 3D URP template in Unity Hub when creating your VR project, just be sure to select the right Render Pipeline asset when your game is loaded. I had an issue where performance was horrible on standalone VR on my quest 2. I realized it was because Unity had defaulted to using the High Fidelity URP asset instead of the performant or balanced asset. This fixed my issue
i connected my oculus and everything but when i hit play it doesn't run in the oculus
instead i have to build the project to the oculus for it to work only
how can i fix that and just be able to run the game instead of building everytime
Have you tried re importing all?
i found code online
if i go to the bullet prefab would i be able to make a script that has this code would it kill the other player:
i would have to edit the name "enemy" right?
im gonna ask a dumb question but im trying to set an offset on controllers whiles using hurricane vr and everytime i grab something it resets the rotation i put in
im trying to export my game to be side loadable on sidequest and when I try and build the apk I get this error
UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errors
at UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x002d8] in <0cde216a590a4d6fbc3d7db7ac203c5d>:0
at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, UnityEditor.BuildOptions defaultBuildOptions) [0x00080] in <0cde216a590a4d6fbc3d7db7ac203c5d>:0
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
ur using URP right?
You need to look at all the errors, one will show the actual failure message.
can someone help me i am trying to convert my game to Vr and my UI is not interacting with the Controllers
You should of just asked me
do you have a gun script that kills others?
Ok this is what I got for one of them
BuildFailedException: Oculus Utilities Plugin with OpenXR only supports XR Plug-in Managmenent with Oculus XR Plugin.
OVRGradleGeneration.OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport report) (at Assets/Oculus/VR/Editor/OVRGradleGeneration.cs:141)
UnityEditor.Build.BuildPipelineInterfaces+<>c__DisplayClass16_0.<OnBuildPreProcess>b__1 (UnityEditor.Build.IPreprocessBuildWithReport bpp) (at <0cde216a590a4d6fbc3d7db7ac203c5d>:0)
UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List1[T] oneInterfaces, System.Action1[T] invocationOne, System.Collections.Generic.List1[T] twoInterfaces, System.Action1[T] invocationTwo, System.Boolean exitOnFailure) (at <0cde216a590a4d6fbc3d7db7ac203c5d>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
I have a kill script
you do you say.. dm me lol
how do u make vr cosmetics
lol mazz that's why u deleted my msg in your dc server asking how im also curious
?
oh
lol
i know how to make them now
Nice
u need photon
oh ok
How do i fix "Unable to start Oculus XR Plugin"?
I have my oculus connected to an app on pc
im using photon and my network player is just floating.
Maybe this will help. At about 9 mins in he talks about UI https://youtu.be/4tW7XpAiuDg
▶ Get access to the source code: https://www.patreon.com/ValemVR
▶ Join the Discord channel: https://discord.gg/5uhRegs
One of the main limitation in VR is interaction with fareaway objects. In this video, I will show you how to overcome this problem with a Ray. We will learn how to distance grab with a ray, interact with User Interface and tri...
i have done everything watched about 3 different tutorial but still my controller doesn't interact with the Ui
Have you tried it with SteamVR not running?
I actually fixed it
i need help with rag doll stuff
Are you using OpenXR? What headset, Quest? And doesn't interact via editor streaming or when you build the APK?
That says HVR, are you using the hurricane asset? Sounds like you need to ask the dev for that plugin or look at the code and fix it.
Hurricane does a lot, but the code is pretty messy, and error prone unfortunately.
Ok, so i have a sphere collider on the mesh for the hand, and the object is turned off when i grab something. i need the collider to be able to push in buttons and etc, i also tried turning off the collider as well but as expected no difference, the problem here is that for some reason the collider is messing up with grabbing objects even though it shouldnt. am i doing something wrong here? should i have the collider on something else? if not then what is wrong here??
also i didnt realise the music i was playing also got captured
ok.. just to double check i removed the collider and the problem persists. i am using a ray interactor with a low range instead of a hand interactor. but that shouldnt be a problem
i figured it out, keep selected wasnt oon
yep, total garbage
im trying to use XRRig and it says XRRig is depricated and to use XROrigin and when i try to use it it doesent want to work
How do you set the XRrig device type to headset?
you cant just swap to the non-deprecated one. you also need to configure everything for it
so i'd go through the docs on it to make sure the project is configured to let it work
does anyone know why unity wont load my game into steamvr
ive enabled VR support in project settings and ive added xr management and the interaction toolkit.
if i add the oculus plug-in provider it turns off VR support.
ive fixed my issue but the camera is very unstable and my controllers dont move.
fixed controllers but camera is still jaggy
You're mixing the old and new XR systems @brazen elm. You shouldn't be using the VR Supported checkbox anymore, just XR Management
I would recommend following a tutorial, VR with Andrew / Valem / Justin P Barnett are some good channels
i was following this one https://www.youtube.com/watch?v=KnUO1NcpOHA&t
XR Rig with teleporting, continuous locomotion, and snap turning. Implemented using Unity 2020.3, XR Interaction Toolkit and the new input system.
Note: since this video was made the XR Toolkit has renamed XR Rig to XR origin
i am however using 2019.4.31
is OpenVR already included in xr management?
im assuming i need openvr desktop, lol
OpenVR is a bit of a mess with 2019 so I'm not sure about that one
It's easier with 2020+ and OpenXR
which one do you reccomend?
2020 LTS probably
so somewhere between 1.0 - 3.0?
2020 LTS is 2020.3.33f1
alright, i think ill stick to 2020.3
just to start with
i was trying to do this but when i finished it, i couldnt get VR to work. https://www.youtube.com/watch?v=tBYl-aSxUe0&t
▶ WATCH the PART 2 : https://youtu.be/Wk2_MtYSPaM
▶ Get the full Project on Patreon : https://www.patreon.com/ValemVR
▶ Join the discord channel : https://discord.gg/5uhRegs
Hey guys
Download Robot Kyle : https://assetstore.unity.com/packages/3d/characters/robots/space-robot-kyle-4696
Some more info about the Animation Rigging Package :
http...
You'll want to do it one step at a time. First get VR up and running, and then onto things like IK
ah, i see, valem started with IK so i just followed along.
I'd recommend this playlist https://www.youtube.com/playlist?list=PLrk7hDwk64-a_gf7mBBduQb3PEBYnG4fU
Alright, Thanks!
this is a project for university and the goal of this game is to put the ball in the hole, but the problem that i have is when i press start the ball on the platform is launched to the left and then it behaves like it has low gravity and it is very sensitive. I'm trying to control the rotation of the platform based on the rotation of the came (the head of the player) because its for the phone.
if i copy the rotation of the camera to the rotation of the platform with an offset then if i change the rotation of the platform really fast ball clips the platform and falls down. In the video above im trying the RigidBody.MoveRotation but it also doesn't work
The game is standalone for pc, and two players can play on one pc
So one of them is on pc and controls a player but the second one is on vr
they are using only 1 game and both see other displau
Yes, set one camera to None, and the other to Both
lemme try
That's if they are using the same computer (i.e. steam or oculus desktop) as they are on the same platform.
Otherwise you need to network them (more complex) as they are two separate platforms.
This does not work
Both of them are set to display 1, and on pc i can see only a vr camera
Display 1 doesn't matter.
Display:None, a camera will only appear on desktop.
Display:Both, a camera will appear in VR. If there is no overriding None camera, it will show on Desktop as well
We also use this to overlay watermarks on our desktop VR solutions :)
Let me try this
There are some cases where it may not work right though, so it could be something else causing it to misbehave
When my game is set to display 1 (pc view) on vr i only see a black screen
when i cahnge it to display 2, i can see on vr and on pc
@buoyant jolt
Fixed it
im making a vr game and made a head model but the inside of the head model isnt transparent so i can still see the eyes but i want to have the eyes be visible to other players
so i need to basically make the inside transparent so i cant see the eyes anymore i think
Anyone tried out the Oculus hand tracking 2.0 yet? I couldn't get hand or controllers to work in a fresh project. Moved to an existing project that was using hand tracking 1.0 but after updating to v39 of oculus integration, I have no controller or hands working.
i need help with XRRig bieng outdated and i ned to configure it but i dont knowwhat i havedont wrong
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
using UnityEngine.XR.Interaction.Toolkit;
public class ContinuousMovement : MonoBehaviour
{
public float Speed = 1;
public XRNode inputsource;
private Vector2 inputAxis;
private CharacterController character;
private XRRig rig;
// Start is called before the first frame update
void Start()
{
character = GetComponent<CharacterController>();
rig.GetComponent<XRRig>();
}
// Update is called once per frame
void Update()
{
InputDevice device = InputDevices.GetDeviceAtXRNode(inputsource);
device.TryGetFeatureValue(CommonUsages.primary2DAxis, out inputAxis);
}
private void FixedUpdate()
{
Quaternion headYaw = Quaternion.Euler(0, rig.Camera.transform.eulerAngles.y, 0);
Vector3 direction = headYaw * new Vector3(inputAxis.x, 0, inputAxis.y);
character.Move(direction * Time.fixedDeltaTime * Speed);
}
}
how do i get XR Interaction Toolkit on unity 2021.3.0f
download it
Hey all - I'm attempting to use Unity to build a super basic VR level using my Quest 2, and while I have the OVRPlayerController all set up, I can hit Play to hop in and try it out, then can hit Play to stop, and things are fine and dandy until I hit Play for the second time and it freezes Unity and I have to force quit. Anyone experienced this before?
I’m actually dealing with this too. It just said reloading asset or something like that. Not sure why. I haven’t gotten to research yet.
Increase the culling on the camera
Have you got preview packages enabled @toxic geode?
You can also install it by name, click the plus in the corner and choose add by git url, then use the address com.unity.xr.interaction.toolkit
Hey everyone- new to the server! Does anyone here develop on an HP REVERB G2? And, if you do, please feel free to add me as a friend and I'll keep a focused list of co-developers. There are some peculiar challenges for this headset when working on OpenXR , not to mention cross-headset optimization, etc.
ive experienced this but i dont know why its happening i think its something to do with oculus and unity its a bit buggy but it doesent always happen to me
Add by name. Just google it
Package manager/press + / select add package by name/ write: com.unity.xr.interaction.toolkit
I'm using OpenXR, is there somewhere I can get the VIVE controller 3D models?
Hi, im just using the vr template that unity provides and ive built to an apk file for testing on a quest 2, however when i launch it, everything seems to flash particularly in my peripheral vision, also my hands dont seem to work despite the scene coming pre-loaded with them, are they supposeed to work by defualt or do they need additional set-up?
Google probably has it?🤔
Using OpenXR or the Oculus XR Plugin?
OpenXR is also a plugin haha
sorry XR Plugin
are you refering to this?
Yepp
What Unity version is this?
Sadly I don't have that much experience with the template and systems they use :/
2020.3.251f
how do you do it without the template out of curiosity? is it just something you install of the asset store @north path
Heya, I'm making an airship project in VR (URP) and I want to make some clouds you can fly through, I'm a little mythed as to how to approach this especially given the technical limitations of VR and I was wondering if anyone had any guidance or suggestions for how to go about this?
Happy to use an asset for it, but concerned volumetric clouds assets may be too performance heavy
I have done these:
Make my own player with XR Interaction Toolkit (from Unity themselves)
Use VR Interaction Framework for big projects (paid asset, but really good if you want to make solid commercial games)
And once a prototype with steamvr asset and oculus asset. If you dev for oculus and have no coding experience the oculus integration asset is pretty handy
If you're developing for PC (and maybe psvr2) only and want a realistic artstyle you could try the HDRP with local volumetric clouds.
A cheap alternative in URP would be either particle systems or something in VFX Graph (for android/quest use vulkan for it to work). Not the lightest, but probably better than volunetrics by far, especially if you LOD the clouds
@buoyant horizon and @rich drum - I think I fixed it, I'm using VR Interaction Framework, and I just started a new project with just that and NOT bringing in the Oculus Integration package. Still had to set XR Plug-In Management > Oculus for Windows and for Android within Project Settings, but all seems to be well now!
GM all! I’m looking to use a minimap to hit some target and make appear an arrow in front of me that keep pointing the direction of the target. My problem is im using steamvr and im totally lost about how to make the raycast work through the minimap (which is a phisical object you can pick up and point-click the button to move it and zoom in/out
Are Unity, Oculus XR Plugin and if used Oculus integration updated to the latest versions?
Hello i am getting 100% gpu usage on meta quest 2 with unity 2021, oculus xr plugin, recommended setting, and a compleatly blank scene. Just for texting, i have evend disabled the xr rig, but i am still getting 40fps. Can someone help? What settings should i use?
What's your gpu, what other programs are open and what other packages do you have installed
also, are you on mains or on laptop battery?
Natively running on stadalone quest no laptop
Ah, so you've built it to an application?
Yep
I'm not sure then honestly
you most likely have a bunch of post-processing activated
Nope there is none
and take a look at the profiler to make sure you only have expected scripts executing and only render what you think you're rendering
when you say there's none, did you check the profiler? cause you probably have post-processing effects that you didn't add intentionally
Not yet
Hey all, glad to be here. So I am coming from UE looking at what Unity has to offer in terms of VR development, trying to decide what to use for my VR game. I noticed a lot of the top vr games have been made in Unity and I just wanted to come in here and see what could be the reason for companies using Unity over UE for VR?
one reason for picking Unity is that people have just been used to using it. And I guess it might be easier to optimize for VR but I don't really have tons of experience on Unreal's VR. Unity is totally mixed bag on it's VR support atm though
like... it's all over the place atm and it's not nicely done package you can just pick up and start developing with like with Unreal's VR
@cerulean harbor
Hmm I am mostly curious because there has to be something I am missing, as 80% of vr games are from Unity engine. I think I have played only one from Unreal Engine. It does seem like there is a ton more documentation for VR in Unity from YouTube videos, packages, etc. Unreal in terms of VR you have to figure it out there is very little content around it. Which also makes me wonder why more VR content is not being released around UE
can anyone please help me with a VR grappling hook script i stuck right now. idk i tried to take a grappling hook script and convert it into vr but it dindt worked. Thanks.
@cerulean harbor you will find more tutorials for Unity for sure but most of them will be outdated since unity has redone their VR systems and it's still evolving. All in all, I'd recommend just giving it a go and see if you like it. Both engines can do even mobile VR (Quest 2) as there are examples from both engines running there
Unreal isn't super uncommon for VR games either but I think there are still more Unity based VR-titles out there
So its mainly just preference? There isn't really anything Unity has that makes VR development better?
I'd imagine Unity is possible to scale down further to VR purposes but I really haven't done comparison. VR dev in terms of optimization is closer to how we optimize our games for mobile vs some console game production.. And Unity has always been strong on the low end segment
I think part of what makes Unity a better fit for VR is the fact that it doesn't make many assumptions about your game. While UE has many useful systems right out of the box, most of them are designed for flat-screen games first and don't necessarily translate well into VR. Unity is designed to be very customizable (without requiring forking the engine source), so I think it's easier for developers to make their own VR specific systems and components. But I'm saying this with practically no experience with UE.
So I have a bit of an issue. I'm working on a VR game for a class, and I have a basic setup (player movement, picking up objects), but despite adding colliders to stuff, the player is able to just phase right through it. How can I fix this?
does the player have colliders, and is everything on the right layers?
just gonna bring this up again
never got help for it
i thinl
I don't understand your question could you word it a bit better?
I am trying to make a movemnent controller and when i try to use XRRig it does not work becuase it is outdated and i need to use XROrigin but when i try to use it, it does not work. I was told to see if my setup was right and i think it is but it still does not work.
https://docs.unity3d.com/Manual/xr_input.html Try using this for input or use Input.Input.GetAxis("Vertical")/Input.GetAxis("Horizontal")
I am assuming so yes. Im not at my computer but ill have to check
If you're moving the player by just setting the transform position, this ignores physics. You would need to use the rigidbody instead
Im just using the basic unity stuff. Ill take a looka t it tomorrow as im going to bed
I dont think the built-in framework in unreal really limits vr use cases specifically. What you described is true for all ue use though regardless of the vr aspect (it is more hardcoded for its framework). I'd see this as more of a difference between these engines in general
You don't think the design of the built-in systems in UE is biased towards flat-screen games? I don't think you would have to go much outside the box when making a standard flat-screen shooter in UE, while you definitely would if you wanted to make a VR shooter that isn't just a tracked camera strapped to a normal character controller with gamepad controls.
Im working on a 5yrs old problem damn, any solution for inaccurancy of Camera.ScreenToWorldPoint() in VR?
Well there's two eyes, so which eye do you want? If neither/both, then you're probably imagining a single screen some distance away from the user's eyes.
I dont see how their char controller wouldnt work in VR but I can see how it is kinda overkill for it. They also have basic vr navigation schemes offered on their vr template. Also none of this is anything you also couldnt rebuild yourself from scratch like in Unity on the projects own codebase. You are not forced to use their char controller nor do you need to go to engine source code to build your own controller. I dont see anything striking out as being limiting factor for VR. I have only done one smaller vr project in Unreal but have used it in general for almost decade now, including doing tons of engine source code work there and I dont really see why you'd have to go for source code modifications there to use it properly for VR. If anything I can see unreal being way more approachable for VR than Unity atm due to Unity VR and it's frameworks being all over the place atm :/
That being said, @cerulean harbor already uses ue so he does know what it can do :)
Note: I'm not ue fanboy, just tad frustrated how Unity has dealt VR in recent years
I still feel that both engines are good picks, just have to pick one for the right reasons
Oh i get it now! Yeah im targeting both eyes rn i assume i need to change something but since im pointing on a minimap through a pointer (which has a camera component) im using this and not maincamera.
This is where my inexperience shows. How capable is UE for making custom editor tools, like custom editor windows and custom asset importers? I've tried looking it up and it's either not as capable or it's just not well documented.
how you describe Unreal sounds like the engine was in UE3/UDK days when they slapped every new project with FPS setup. It has been more general purpose engine since ue 4.0 though
Custom editor tools are way more pain in unreal. They are getting better but it is nothing like in unity. Note: havent checked if ue5 does things better in this
It also seems a bit more difficult to write shader code, it's clearly preferred that you use Materials, but that would make me think it's a bit more difficult to make custom more optimized lighting for Quest.
I can find a lot of tutorials for toon/cell shading in UE4, but they all seem to be deferred post processing shaders, which obviously wouldn't work for Quest. Is it still straight forward to create custom lighting for forward rendering?
Red Matter has great lighting in UE4 on Quest, but I've always assumed that was accomplished with source code changes.
Red Matter definitely did some extra magic
Personally, these two points alone make Unity much more attractive to me for VR. I have many custom editor tools that are very VR specific (even a whole visual node graph tool that is specifically VR related) and I wouldn't be able to achieve the quality and performance I'm going for for my game without custom lighting in shaders.
I'm even using compute shaders on Quest, which I know is much more difficult to use in UE4.
But I'm extremely biased, having only used Unity.
I also really dislike that they still have an inheritance model for their actors/game objects. I know they also have components, but still many of the built-in types are inherited. I'm happy that GameObject is sealed in Unity.
hi there. i have an issue with unity, im making a vrchat world, and i haven't had this issue with any other world before. but when i move or turn my head in anyway, the lighting seems to break and bug out, i can send a video if needed.
The game is standalone for pc, and two players can play on one pc
So one of them is on pc and controls a player but the second one is on vr
they are using only 1 game and both see other display
read the screenshot first
You should report that to vrchat, it's not really a unity issue
how do you get joy stick moveing?
does anyone know why ReadPixels is 1 frame behind my current active rendertexture in vulkan compared to openGLES
What are the alternatives for Firebase on Oculus Quest?
Flutter is a good alternative
Actually I meant using firebase for analytics, firestore etc
hello
can someone call and help me?
I am making a physics-based vr game coughinspired by boneworks cough
and
I am having trouble with inverse kinematics
can someone help Me PLease
?
hi who knows steam vr plugin here?
@high willow Use the forums if you want to recruit someone. #📖┃code-of-conduct
can anybody help nudge me in the right way. im trying to find a way to flip a switch with my hand/finger. how could do that? or even flip a block around its axis like this (picture is from the room : dark matter vr
yo
i need help
this is my error
Btw
i am making a physics based vr game cough boneworks cough
now, here is my error:
'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
Maybe use rigidbodies on a configurable joint - lock their rotations on all but the rotating axis and lock their positions
up your angluar drag too
if you have colliders on your fingers, it should work
I followed this tutorial by Valem to try getting my first "game in VR" going but I have an issue. The cubes that are meant to be my hands are ahead of me, meaning they are not at my hands. So when I go to interact with something the cube will hit it before I can grab it because it is in front of my hands. Any clues as to what might be the problem? Here's the link to the video if that helps in any way:https://www.youtube.com/watch?v=gGYtahQjmWQ&t=973s
If you want to get started with VR development. This video is for you.
▶ Get access to exclusive content: https://www.patreon.com/ValemVR
▶ Join the Discord channel: https://discord.gg/5uhRegs
Want more details ? Check arvrtips articles :
▶How to Install Unity Hub and Setup a VR Project :
https://arvrtips.com/how-to-install-unity-hub/
▶The Only...
Pretty much, the cubes are not where my hands are
When you are making the prefab to slot into the "Model Prefab" part, you need to make sure that the cube is at the center of the scene (0, 0, 0). If not, it will be offset by your actual hands by the amount it was offset from the center.
How do i imploment a fully functional web browser into unity xr? that is touchscreen like in this video:https://www.youtube.com/watch?v=sv6T-tg6RL4&ab_channel=GregMadison
Transform any surface into a giant touch screen. While many of us spend almost all day in front of a table, there are no apps/games taking advantage of this providential armrest. @unity @Oculus #OculusQuest #MadeWithUnity #XR #SpatialComputing For more information: https://twitter.com/GregMadison/status/1218220146675732480
How would i make it so that an object doesn't have collision whilst being held?
Hi I dont know where to post this but I help with this glitch it happened after I tried changing the prone and Crouch animations
some1 plz help me
I was watching this video from Valem, part 2 as I'm trying to make my first VR game. Someone was the best and posted the full code for the video in the chat, yet I cant follow the rest of the tutorial cuz i get a message. How do I fix this?
▶ Get access to exclusive content: https://www.patreon.com/ValemVR
▶ Join the Discord channel: https://discord.gg/5uhRegs
-LINKS-
XR Input Manager : https://docs.unity3d.com/Manual/xr_input.html
VR Controller Unity Package : https://www.dropbox.com/s/9ajsxoa6u3ps1y8/vr controllers model-fixed.unitypackage?dl=1
Oculus Hands Unity Package ...
link in case its helpful
the comment with code should be at the top
topish
btw thanks alot on the other on
was able to make it work
👍
spunky got any clue on this one
?
And when it says to fix any compiler errors, there is none
nev
GM - I'm using SteamVR and I'm currently struggling with raycast and UI interaction.
Specifically I need to select some target object through the minimap. The SteamVR_LaserPointer class shows some hint but I can't understand how to find the pixel on the RectTransform of the RawImage where my minimap is show.. I even tried to rebuild a simpler pointer to use but seems not working anyway
as you see the green raycast (the first) doesnt follow the pointer line renderer .-.
Hi, any idea why TMPRO fonts looks bad inside VR ...tried increasing the fort size and scaling down the cavas and components... no change.
Looks bad how?
@pine bison Blurry edges (not crisp) around the letters. BTW on screen it looks much better then inside the VR device
Hi, has someone an idea why my game lost hand tracking after I left and re-enter the play area? It happens with a Quest 2 and it doesnt matter which runtime I use Oculus or OpenXR. Is there a Callback or something I can listen to be notified if the user lost tracking?
Should I go with steam vr or unity xr
I have a similar question I tried doing some things in steamvr on unity a couple of times but found the action input system to be unbearable. Has it gotten any better?
How come when I put a teleportation anchor down and try changing the match orientation, there is no camera option?
only world space up, target up, and target and forward
and of course none
Hi all, i`ve been working on a project and its been going well until i tried to build it and it throws up this error, anyone know whats happened 😦
these are the errors
I get this error message with my code, any ideas? "The type or namespace name 'XROrigin' could not be found (are you missing a using directive or an assembly reference?)"
Are there any good tutorials for reading vr controllers positions and inputs?
ready vr?
sounds like you are missing a using directive or assembly reference
UPDATE: I'm trying to use a wrapping class to override the SteamVR input with eventdata and using them in RectTransformUtility.ScreenPointToLocalPointInRectangle
My problem is that is not working at all. What I'm missing?
im following some help here https://answers.unity.com/questions/1600790/how-to-implement-steamvr-laser-pointer.html but i cant pass the eventdata
Unity is the ultimate game development platform. Use Unity to build high-quality 3D and 2D games, deploy them across mobile, desktop, VR/AR, consoles or the Web, and connect with loyal and enthusiastic players and customers.
I build this and attached on the rawimage.
The SteamVR build in UI Element script is attached to the canvas but can't access anything.
im looking at the unity docs and im trying to install the XR interaction tool kit, however it just says to install via the package manager, but it is not listed as an option, any help?
I might just be dumb but I'm going to ask anyways.
I'm having one(hopefully the final) big issue with VR and I'm not having much luck tracking down the right docs to solve it. In 2021 LTS I have XR plugin management not enabled at startup. I want to manually detect if VR mode should enable before activating the XR plugin system. That part all works, or so I thought. When I start it up with the VR cmd line arg it loads up SteamVR(my system default OpenXR provider) like it should and all the XR features enable. Where I'm stumped is that in non-VR mode that the OVR plugin runs anyways(but not SteamVR). I am not sure how or if I can prevent that from loading in non-VR runs.
Only enable/spawn the OVR components/prefabs when VR is enabled in Start? @pallid quail
@alpine jackal latest Unity version?
That is my goal yes.
I don't have anything explicitly related to OVR in the project.
In code you can check if VR is enabled. So just check, when true spawn OVR Rig or whatever, when false spawn regular player
Then what part is running precisely?
Just OpenXR.
I'm using the xr package manager and have it set to not initialize XR until I manually do it.
I don't know where OVR is coming from to be honest.
I was under the impression that if I don't load XR that it shouldn't try to hook in with the VR systems on the machine.
Apparently that assumption was faulty?
What VR systems are being loaded?
If you tell what happens I might be able to help, but something OVR related is really vague
How do you see it's enabled
I know it's enabled because when I load a build an OVR app loads(this is different from when vr is enabled) and it steals the audio.
As for vr systems, it shouldn't be loading any at all when I run the test.
I did not install the OVR package anyway unless it's hidden with something else in the xr package manager.
So I'm confused at what is going on.
Is it not possible to do this without a separate build?
To be clear of the distinction, SteamVR loads when VR is enabled and OVR loads when it's disabled.
Why do I get this error message? "'XROrigin' does not contain a definition for 'cameraGameObject' and no accessible extension method 'cameraGameObject' accepting a first argument of type 'XROrigin' could be found (are you missing a using directive or an assembly reference?)"
theres the code if it helps
My Ui is Not interacting with Oculus Quest 2. can someone Guide me through i have followed few tutorials but still not interacting
i am using oculus quest 2 and my game has 700k verts per frame, does the number of polyg effect the performance strongly or should i just ignore that and improve the performance some other way
bc honestly modifying the the 3D models is PAIN
It does affect performance pretty significantly and 700k vertices is a lot for Quest 2. You can probably get away with that many if you're drawing them with a very simple shader, like unlit.
Oculus' own recommendation for triangles is max 700k-1m @storm ether
If you're having performance issues the solution is to go into the profiler and figure out what's causing the issue
i dont understand a single thing from the profiler tbh
Then you should start there, optimizing blindly can be a waste of time
this is always the case with the profiler
i understand its something with the render, thats all it is
Well your player loop is less than 10ms so that's not the issue
Select the rendering section instead of CPU
I tried to use animation riggind (package) to model but it went out of hand
And got realy buggy because of avatar
But if i remove the modular avatar it works fine but can't place animations
Hi, anyone knows how to make a draggable object like a shopping cart with vr ?
I tried getting the change on the rotation and position of the hand but they are always off
I'm trying to create a vr game for quest and I don't know how to get the default input actions. I'm using unity version 2020.3.34
im guessin you already know about sidequest?
yes
doesnt the default unity VR thing have input actions already setup?
Idk I can’t find it and I do what the videos say and on like step 2 I can’t find it
hmm
Do I have to use the vr I’m on the 3d
im unsure
Does anyone know how to fix this?
are you sure that is the correct unity version for the VR chat package?
yeah. I have the VRChat SDK. Isn't that the right one?
The current Unity version in use by VRChat is Unity 2019.4.31f1.
you will need that version to use the VRChat tools in unity
How do I get the room scale X-ray rig
there's no x-ray rigs afaik.
Hi all, I would like some help for my gorilla tag fan game
it's multiplayer and I am adding player colliders
But I don't know how to get rid of self collisions
But I still want to have collisions between players
question, does the number of vertices effect the performance? or is the number of triangles is what actually matter, there was 1m triangle and 500k vertices in my game but after using a tool to reduce it, now i have 200k triangle but still 500k vertices
How can I make, that my body, controllers and headset, stays or reset all the time to this xr origin capsule back?
Because if I stand up in reallife and walk to the aide as example, i am no longer standing in my collision capsule of the xr ogirin, so that I have zroubles with going into doors.
Is it possible to set the position of my headset always to the position of this xr origin capsule?
Did you remove a package that’s needed?
I have not deleted anything
Hi guys,
Recently I had checked out VR development using the SteamVR Plugin in Unity. After installing the plugin, and setting up the project right out of the box the hand grip/posing does not work. I'm getting a warning that some properties hand armature is attempted to set to null and the armature itself janks all over the place. I've made a screen recording of it happening: https://www.youtube.com/watch?v=1ldqLPVG8fI
For the whole project I'm using SteamVR via ALVR, which seemed to be the most reliable of all. I had no other negative experience with other VR apps.
Can someone help me to troubleshoot this?
Thanks in advance.
now i have this
Is there a packageimportList in your project?
And I no longer get that error
what platform are you trying to build for? Can I see you player setting/ build settings?
I’m building it as a apk
Can we dm instead of talking I’m here
In
anyone here Using Quest 2 for their VR game i need some help
better just ask the actual question
Hey I'm developing a VR game and when I try to playtest it in Unity the only thing that shows up in my Quest 2 headset is a black screen
On the game view screen it shows that the orientation is working just not the headset
Im making a Vr game and whenever i try to play it on my quest 2 the graphics quality \is super bad
Hi. Does anyone know if it's better to use ILCPP or Mono please?
can you add hand tracking to unity vr please
i need you to do this so gtag can have hand tracking
i'm executive director for gtag
so please add hand tracking
it's triangles that matter, AFAIK. triangles are what actually get drawn, and as such are what take time to render. although, IIRC vertices will have an impact to some degree as if they get sent to the gpu that's going to take time away from rendering. as far as i know, triangles are the main concern
@storm ether hand tracking is there, you just need to hook up the hands and hand interactions you make to the raw tracking data
hmm ok thank you
Pretty much always use il2cpp as it's more CPU optimised.
Always test Performance tho
Okay thanks. The downside is that using IL2CPP breaks a lot of visual scripting things, like saved variables don't even work, other buttons don't work either...
Enable AOT support and it works @dense roost
Google 'unity visual scripting il2cpp' or similar terms
Functionality should be on par with mono for most things, especially if it's Unity made
yah, but how do I enable that haha😅
I've tried searching for that option but can't find it with unity visual scripting
like, with bolt, it was easy to find
But with visual machine, the one official from Unity, can't find that option anywhere
If I search this, literally the 2nd result is "IL2CPP breaks visual programming"
It's probably hidden somewhere else, but it should definitely be possible.
I don't have my laptop right now to check
Is that something in here?
or here?
No, that's burst
It's either in preferences, the visual scripting tab in project settings or somewhere in visual scripting windows
I'm guessing, been a while since I've touched it
The most similar is the aot safe mode
You can try
Nothing in preferences?
Or is this prefereces
If you remind me tomorrow I can look for you
Okay I would really appreciate it
Okay I just updated Unity to the latest version and seems to be working now idk why. Maybe they fixed the saved variables. (I did't change any settings in preferences or project settings about AOT)
Btw, is it normal that on Unity test play the performance is worse than on oculus 2 itself?😅
Usually for those who have asked about vive trackers and openXR lately! Posted today https://youtu.be/Tw5LbNLW9Q4
A bit of a special video! Today, we'll be taking some time to get HTC's Vive Tracker working with OpenXR, and Input System.
Vive Tracker Profile Script:
https://forum.unity.com/threads/openxr-and-openvr-together.1113136/#post-7803057
Subscribe for future projects:
https://www.youtube.com/c/vrwithandrew?sub_confirmation=1
Support my work, and ...
do anyone knows why when i use the VR camera everything changes to this ?
things gets too bright and missed up
even tho i applied the same settings on both cameras
Post processing?
anyone know how to keep the oculus quest 2 enabled in Unity Editor mode when you're not wearing the headset
its enabled for both
my headset keeps turning off the moment i remove it to check editor stuff
Hey guys, I started vr recently and i followed a tutorial to create custom basic itneraction (grab, teleport, etc) from scratch (without using template one like oculus template interaction etc).
But when it comes to interacting with UI, i can't find any tutorial not saying (simple use these components from oculus/other template pack. It's very frustrating that there isn't any tuytorial helping doing this from scratch.
I create a line renderer from hands, but i don't know how to do a kind of raycast hit on an UI element .. Thanks a lot !
Try disabling the post processing and see if that's the cause
Download the Oculus Developer Hub, it has the option to disable sleep
is it possible to use real time global illumination in VR ?
or even mixed global illumination ?
Well. Simply put because it's a pretty complex topic, and the whole point of those packages is to remove that kind of boilerplate code. You will have to dive into the event system and pass info from your raycast into it.
@shut glacier has implemented this for VRTK and it's all open source, so maybe you can learn something from that https://github.com/studentutu/Tilia.UnityUI
Thanks a lot, yea event system stuff , i had trouble finding infos about it, thanks a lot i'm going to check VRTK
is it okay to put a collider on UI element to allow raycast with ?
You would probably need to
but I don't know. I haven't done this myself. I just use CurvedUI
Okay thanks 🙂
question, i use VR normally and its fine but when i run my game and try it out its so sicking like i am actually getting dizzy that i wanna throw up, this only happens with my game not other apps
do anyone have any idea why is that
try turning up your render scale
maybe
reduce the amount of lights
disable controller acceleration
could be lots of things, what's your app doing differently than your reference samples?
but the first thing you should do is check that all movement renders silky smooth, eliminate acceleration relative to nearby visuals and minimize the time people spend turning using a controller
Great you fixed it!
And in-editor performance depends on a lot of things. Mostly project size and complexity and system specs. Also sometimes GPU power save locks fps at 30
Is there a way to keep the VR controllers 'alive' and tracked even when the headset is taken off?
Need it for a dev tool, it only need to work with Quest2, not even all headsets.
Hey there, when i run my game from unity it's working on my quest 2 (using playmode) but when i build the apk and install it on my quest, and open the app, then i just have a grey screen with nothing showing up ... any idea ?
Ok so i need some help.
My roommate and I are fiddling around in Unity with VR.
We want to freeze ONLY the current object being held on a button press, and unfreeze on another button press
So to do that, we're working with Rigidbody. We only want whats being held to be effected
How would we get the component of whats being held only?
This is the script we have on it right now
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class MoveAndFreeze : MonoBehaviour
{
[SerializeField] public Rigidbody m_body;
bool keypressCheckF;
bool keypressCheckC;
// Start is called before the first frame update
void Start()
{
m_body = transform.GetComponentInParent<Rigidbody>();
m_body.constraints = RigidbodyConstraints.None;
}
// Update is called once per frame
void Update()
{
//keypressCheckF = Input.GetKeyDown(KeyCode.F);
keypressCheckC = Input.GetKeyDown(KeyCode.C);
if (Input.GetKeyDown(KeyCode.F))
{
m_body.constraints = RigidbodyConstraints.FreezeAll;
return;
}
}
}```
Gonna be in class for a bit, so if anyone has an idea, please ping me
Hey guys, I'm trying to make a multiplayer game that is on VR and mobile, like the game Acron, does anyone have any suggestions on how to get started?
How would I check if an object is currently being held by the player in VR?
does anyone know if there's a way to access number of stale frames from unity?
i know i can see it with the ovr metrics tool but i'm wondering if there's a way i can access the number from inside my game
hi guys
has anyone worked on VR
I want to implement the AB XY buttons of the oculus controller in my application
does anyone have a tutorial suggestions or a good documentation link for that
I am not able to find a good one
does anyone knows how to do VR using XR rig to insert the key to unlock and next to open the door?
anyone here have experience using passthrough
How would i keep the character collider on the head? because i can clip through walls otherwise
why is it so quiet in here
idk x.x Came to the server for help in VR
Are you walking into the walls with the left stick?
Or physically
Cuz IDk how to fix it if its physically
physically, and i got a script to fix it now
And I did a kinda fucky workaround for it where I pit a ball at the bottom of my player, and then just did colliders
Sheeeeeeeesh mind sendin it my way 😅
if you have a character controller on your XR Origin you can use it, i can send it through DM?
Go for it
XRBaseInteractable.isSelected
is there a way to have XR socket only work on one gameobject without making a whole interaction layer for it ? this feature existed in the old version but I cant find it in the new one
I have no VR Device other than a simple smartphone (galaxy note8) but I need to build a quick Demo and somehow test it and also simulate simple walking feature, whats a good way to do it?
Just fake it entirely and render things out in unity?
Hi, I'm trying to use the Unity XR Interaction Toolkit to detect a UI. The XRRayInteractor, XRInteractorLineVisual and LineRenderer are disabled and get enabled on a button input, but as soon as they are enabled I get the error "Invalid QueryTriggerInteraction for CastFilter" each frame (also when they are enabled in the beginning). The Raycasters are working, but the errors have a massive impact on the framerate. Does someone know how to fix this?
how do i add cosmetics so that they can buy it and it goes on there head or hand?
Hi, does anyone knows how to set one of the buttons on HTC vive controller for grabbing and object just for rotating on VR?
Is there a way to detect input focus using OpenXR in Unity? To be able to know if the dashboard is open. I can't seem to find a solution
Anybody have any experience with VRIF? I'm not sure how to handle "VR hands collide with this object" in code...
there are focus events
I was trying that and couldn't get them to work. But then what do you do if you enter the game with the dashboard open? That's a problem
the focus events i was talking about are vr-specific and made specifically for this scenario
You're probably thinking about these? https://docs.unity3d.com/Packages/com.unity.xr.oculus@3.0/api/Unity.XR.Oculus.InputFocus.html I tried this today before but didn't get any callbacks
does anyone have a photon vr package setup that i can have
Hitting a strange bug today that google doesn't have any results for.
My project has desktop and Quest builds, in the Quest builds only, the LODs seem to be broken and all LOD levels are drawn at the same time no matter the distance. From editor and desktop builds LODs work as expected.
Anyone run into something like this before?
when I test my game after installing the apk and sideloading it, the game has like motion blur. When I move my head things seem to blur with partial static at times. Any idea how to fix this
sounds like a shader bug
or nvm, its gotta be something screwing up in the render pipeline
I need to know how to set up my oculus quest 2 so I can test my vr game in editor
I just want to press play in the editor and be able to use the buttons and stuff on my controller to test stuff
That's Oculus Link. You can google it
You need a VR capable laptop. From there, you can use Steam VR or Oculus Desktop to let your headset operate as a desktop headset. It will let you work in the Unity editor.
You can work fine without it, but it is slow. A lot of our youth programs have home laptops and are restricted to APK builds and waiting. It makes it a lot harder for them to learn.
Hey! Does anyone know how can I make it to when I grab things and throw them, they actually throw and not just stop instantly when I release them please? I'm using oculus integration package
Awesome Thanks!
Depends on what you made, what headset it is for, what build settings you have. But usually pressing Play is the first step. And then File > Build will be the next one.
Hi I spent three hours trying to figure out why I cannot complete my build because of SDK errors. does the unity SDK manager for android work? I have installed manually and even tried to use Android studio SDK.
Not sure, I have it installed manually as I work with a bunch of game engines and mobile devices directly. But it gets messed up for Android easily thanks to the Java requirements etc that makes Android so fun
It would depend on what the SDk error is though. Each Android platform has different Build Setting requirements you need to follow.
It's a mess when you are trying to learn it all for the first time... But unity is also a mess. So it's fitting.
I am building for the Oculus device. I did not know Java was a requirement. i will finish that first. I was hoping I could get Unitys build in JDK and SDK to work after spending days downloading and then reinstalling them
Tell me about it
What code does oculus/oculus 2 use
I had similar problems once and what worked for me was copying the "default" paths for the android SK and tools and set them manually to those paths.
how to check which way the player faces? i'm trying to shoot flames from player's mouth when player does certain things
just use the transform of your camera or put all your stuff into a child gameobject attached to the camera
local position of such a mouth-based fire-breathing gameobject could be about (0,-0.1,0). Then just use your transform.forward
Hello. Anyone knows how to throw things with oculus integration please???
Or is it better to use oculus integration or XR interaction toolkit please???
I can't answer that question because we don't use the XR integration toolkit for carrying objects. I found their implementation too simplistic and buggy, so we rolled our own. I'm not sure what you need to do to make it respect motion physics on release - although I strongly suspect it already does that in its sample scenes
And it's always better to use cross platform toolkits. If you use oculus integration only, you will be screwed if another company launches a better headset 4 months from now and makes the quest irrelevant
So better use the XR interaction toolkit then? And leave the oculus integration aside?
Yes very much yes
Oculus integration is set to be deprecated for Unity XR
but it still can do hand tracking with oculus? Or what are its limitations (I'm kinda noob sorry)
hello, tell me where I download the Initial D? please
Not out of the box, we have a special thing for it. If you want hand tracking and are new to Unity, you'll be stuck using the oculus integration for hand tracking unfortunately
What is the "Initial D"?
You can create a 3D model of a D in Blender if you want
Leave it, I got confused with the server. it's a car and drift game
Yeah, I would use oculus integration, but as it isn't physics based, I can't throw things and other objects that I've set not to move, I can still kinda move them and it's very buggy
It should be able to, we use oculus integration for catching and throwing things in our stroke software we built for a local hospital
Then I might be doing something wrong, because I can't
I don't remember doing anything special for it, but I have a habit of not using their integration stuff, so maybe I rolled our own for the tossing though
I'll try and take a peek at it today when I'm up and about and let you know if I had to do anything special for it
Okay thanks
Like, why does it do this? I just wanted to make a simple lever, and it just starts doing that wiggle wiggle that is very annoying and not smooth 😦
Any idea with that thing?
Like, anyone knows how to make the oculus integration work with physics based grabbing?
i need help, my avatars are spinning uncontrollably after i import them into vrchat
i have floor colliders for a tail and cloth physics on a dress just for further information
Sorry to add to all of the questions, but I was wondering if there was a video or something online that could help me figure out how to allow my AI to use throwing physics like a player would? Thanks.
Hi. First, why is there a lot of questions and no one to answer haha😅 . Second, I need some help too sorry
Why do the grabbed things do this? Why don't they just stick the the controller?
I'm using oculus integration btw
Did you manage to find it please...? If not I'll just start over with XR instead of oculus integration
that looks like physics try to resolve a collision. There are several possible ways to fix that depending on your needs
easiest would be to disable the controllers colliders while you hold something
Well, the thing is that controllers don't even have colliders...
maybe your player has a big capsule the held object collides with? Does it stop that behavior when you hold it far away?
maybe a rigidbody setting needs to be set, you know, the one that sets if physics should move the object or if you do it by script... i forgot the property name
kinematic?
yes
it is already set
it only happens with the grab interactible btw, not with the ovr grabbable
maybe is something in the inputovr thing?
I don't know how those work at all... do they modify the hierarchy or move the object otherwise, do you move the player in Update and the system moves the held object in FixedUpdate?
well, there are some options for using fixed update, but i've tried setting it on and off and nothing changed
maybe that?
I never worked with those systems.... so it's hard for me to tell what exactly causes the problem
You use the XR thing?
yes, maybe
I always used the Unity provided Tracked Pose thingies for tracking. I usually want multiplatform (sometimes even GearVR), so I kinda try to steer clear of the systems provided by just one vendor
welp it crashed again...
I'd probably implement a simple grabbing myself...
I don't know any of c#, so I use visual scripting, and I'm not sure I can do that with visual scripting
2021.3.0 had several crashes for me, got a lot better with the recent updates
Ah, okay, simple grabbing would consist of reparenting things in the hierarchy, enabling/disabling colliders and rigidbody settings, not sure if or how that would work with visual scripting
well, I'll try to understand how it works with visual scripting. Thanks
Hey again, I am wondering if there is a video or something online that could help me figure out how to allow my AI to use throwing physics like a player would? Thanks.
I know nothing about Unity's machine learning... Maybe someone in #🤖┃ai-navigation can help with AI learning certain movements
I didn’t really mean it like that. I’m more wondering is I could make a hand with Xr interaction but instead of activating on button presses, activating on functions or variables instead.
Oh, I misunderstood AI then, I wasn't thinking of NPC behavior, my bad
I would probably just play some animation and "throw" the object like any other physics object, rigidbody and addforce and velocity and all that
Does anyone know how can I modify the interactable in order for it to work the same way as the OVR grabbable please?
Or which setting do I have to change in the inputOVR to not let this happen please
I'm trying to use the XR thing but now I can't even get my controllers tracked 😦 (sorry)
Just add the tracked pose driver component to your head and hands and set up HMD / LeftHand / RightHand and things should track out of the box
I added the XR (VR) thing, but it doesn't track the hands. What exact component do I have to add? Like, it shows the rays, but they don't move
that's how it looks in my project for example.
inestad of openVR I have selected oculus, is that the problem?
definitely shouldn't be a problem
btw what things do you have in the left and right hands? Because I don't have anything in there and idk what to add
so, just set the Pose Source
Okay sorry but, why is my OVR controller prefab not changing to the controller like it was doing with the OVR camera rig?
oh, you mean the visuals? Yeah, you'd have to check the device yourself and change the model for that. These components only do the tracking. You could attach the correct model yourself if you want.
Well, first things first, can I even make a project with both oculus integration and XR toolkit?
Because like, I would like the XR toolkit grabbing and the oculus pose detection and hand tracking
is that even possible?
Okay I attached the oculus model and it works. Thanks!
Great!
but is this possible please? Or no one has tried before because is just a dumb thing to do?😅
(I don't know...)
Oh okay. Well thanks for all your help, I really appreciate it 😄
yw 🙂
I'm trying to learn unity to make VR things and I'm having a few issues.
- the model I imported from blender (as an fbx) rotates 90 degrees when I pick it up
- the model is very shaky when moving it even when making very smooth movements
- I can't find a place to use my roughness map
here is a video showcasing my issues
https://drive.google.com/file/d/1PW2-zhsWBexOomCyl5kfYVLZM77odxwx/view?usp=sharing
also if this isn't the place to ask this please let me know, I'm very new to unity
Is there any way to remove the fps limit with oculus 2 please? I can't get more than 72 fps
I haven't looked yet! Busy day :).
Oh sorry my bad
In the end I'll probably do some kind of mix or try to create my own grab and throw script
yes add oculus integration package, add an OVRManager to your scene
then you can call
OVRManager.display.displayFrequency = 120f;
in your own script
my app lab update is giving me the following error
ERROR: Validation identified the following errors:
The focus aware manifest meta-data tag must be set with required="true". More information can be found here: https://developer.oculus.com/distribute/vrc-quest-input-4/
Describes the Oculus Store requirement for focus aware apps.
I'm having trouble finding what to actually set to true and where it is, can anyone help?
is it something in the Androidmanifest.xml?
Hi... I can't make TMPRO text look crisp in VR.. inside VR (Quest) it even look worse than the game view. I get gray square background for each letter. Any ideas?
Make sure you are not scaling text elements or their parents. Try to create a new TMP text asset with higher padding and test with default properties first. Might want to create a clean, default canvas for testing text element first as well. Then find out which options make it fuzzy on yours.
Hi. I installed HVR (hurricane VR, popular VR physics asset) and openXR. then I got some dialog that forced my whole existing project that is hugely reliant on old input system to be switched to new one... How do I handle this?
Is openXR the cause? or was it HVR fault
I will try to revert to old git commits to redo everything because new input system will be nightmare to rewrite on existing project I think
I don't remember such a dialog with OpenXR, so I'd suspect HVR
I'll ask similar question in their discord then
OpenXR requires the new input system @stoic hawk
As per the upgrade section here https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.4/manual/index.html
dammit. how hard will it be to rewrite my old project?
It gets worse because my game is a hybrid (PC keyboard/mouse + VR)
I'll read that stuff. Also heard theres pins in #🖱️┃input-system
Depends on the size of your game. It can be a lot of work
Hi Joe! Are you still looking for handtracking frameworks?
No. Im fine. Thx
I'm not sure, I didn't see an option for Focus Aware in the android manifest
HVR does work well if you use it as-is, but coding wise is a real mess. I don't recommend using it unless you use it at the start and invest the time into some core rewrites of it.
In your case I'd probably write my own, but the XR Interaction Toolkit might be a better option as it's easier to adapt
We use our own UnityXR cross platform thing for mobile, desktop, web, AR and VR all in one. Prior to that we used the VRTK, which still has some strong advantages over UnityXR
People...I'm so desperate. Game works fine on Editor play but when I build on Oculus, it doesn't show anything. Not even default Unity Splash screen. I only hear sound. What's happening 😭
Hi I am using IK for arms in unity, but my IK hands are rotated the wrong way. I have tried everything but nothing works
thanks in advance,
Slightly off topic, but I was wondering why whenever I read messages with “thank you in advance” I find I dislike it. I found the answer here. This is not an attack on you. https://macademic.org/2011/06/08/never-end-your-email-with-thanks-in-advance/
bro
yo guys i have a problem with on trigger enter with a VR player
check logcat for error messages
that's very unspecific
yeah it was fixed, I had a to add a another rigged boy on top of the real one and make it kenimatic
than it worked
👍
getting a black screen when launching unity apk build
anyone know how to debug / address this issue?
first thing is always to check logcat for error messages.
05-24 11:30:26.263 19481 19978 W RPCServerHandlerHelper: RPCServerHandlerHelper::MainLoop: Error reading pipe: ServerProcessConnection: com.oculus.xrstreamingclient:com.oculus.xrstreamingclient:19759
05-24 11:30:26.263 19538 19694 W InputDispatcher: channel 'd957510 com.oculus.xrstreamingclient/com.oculus.xrstreamingclient.MainActivity (server)' ~ Consumer closed input channel or an error occurred. events=0x9
05-24 11:30:26.264 19538 19694 E InputDispatcher: channel 'd957510 com.oculus.xrstreamingclient/com.oculus.xrstreamingclient.MainActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
05-24 11:30:26.349 21235 19805 W RuntimeIPCServerMgr: RPCClientHandler::MainLoop: Error reading pipe: Client: com.oculus.xrstreamingclient:com.oculus.xrstreamingclient:19759, Server: com.oculus.guardian:com.oculus.vrguardianservice (guardianserver)
05-24 11:30:26.350 21235 19804 W RPCServerHandlerHelper: RPCServerHandlerHelper::MainLoop: Error reading pipe: ServerProcessConnection: com.oculus.xrstreamingclient:com.oculus.xrstreamingclient:19759
05-24 11:30:26.350 20716 19802 W RuntimeIPCServerMgr: RPCClientHandler::MainLoop: Error reading pipe: Client: com.oculus.xrstreamingclient:com.oculus.xrstreamingclient:
19759, Server: com.oculus.vrshell:com.oculus.vrshell:Overlay (ptkserviceserver)
05-24 11:30:26.351 20716 19801 W RPCServerHandlerHelper: RPCServerHandlerHelper::MainLoop: Error reading pipe: ServerProcessConnection: com.oculus.xrstreamingclient:com.oculus.xrstreamingclient:19759
05-24 11:30:26.362 20731 19798 W RuntimeIPCServerMgr: RPCClientHandler::MainLoop: Error reading pipe: Client: com.oculus.xrstreamingclient:com.oculus.xrstreamingclient:19759, Server: com.oculus.systemdriver:com.oculus.vrruntimeservice (RuntimeServiceServer)
Show your XR Settings @spice sail
hey I am having issues with unity running and it is very laggy. Even the opening Unity Logo is extremely laggy when building with the APK to quest standalone. It is completely fine though when running on my pc with link cable? What could cause this. I know it's not my assets (rendering to many things) because of two reasons. I loaded a empty scene to test and it was still lagging like crazy, and 2. it was lagging the Unity Logo. Any help would be great/
I am using Open XR btw
https://streamable.com/xcffa6 progress
i'm an absolute newbie to unity btw. just watched some simple tutorials and this is where i am at right now :)
Wow, looks amazing :+1:
Testing hand tracking Inverse kinematics with Unity humanoid rig. So far we implemented head, arm and finger tracking. Legs would be next. What do you guys think?
https://youtu.be/HUhHSYJ7pTQ
so uhhhh, gameObject.isStatic doesnt work on quest/android?
isStatic is technically an editor only feature. Changing it in builds won't do anything because isStatic only affects what happens when you build.
Anyone using Oculus' Interaction SDK? I'm trying to create a socket like in the Unity Interaction Toolkit but can't seem to get it working 😦 Any ideas?
my player collider is a child object of my camera is there a way i can make the collider not rotate so that its not rotating forward and back with you move your head , i tried to use a rigid body with constraints and that didnt work unless i did it wrong
That won't work because constraints will freeze rotation but still follow a parent
You'll have to create a script like
void Update () { transform.rotation = Quaternion.identity; }
i ended up making my own script that kind of works for now anyway
public Transform parent;
public Transform child;
void Update()
{
child.transform.eulerAngles = new Vector3(-parent.transform.rotation.x , 0 , -parent.transform.rotation.z);
}
} ```
Glad to hear!
Another way you could do this is if the collider is on a sibling object, and have the sibling follow the camera instead
Hi!
could you please tell me exactly how to build and run a splitted apk with obb?
I just upload the obb file in it's folder and I only see three dots on app launch
it's a Meta quest 2
thanks for the answer .... sad that we don't get to use that flag! I worked around it by adding a stub component to act like a tag.... Ew... 😦
any Idea on how to make drawing?
what do you mean? If your looking for a good program, try gimp.
I'd recommend only doing pixel art and simple geometric art unless you have a drawing tablet or you are tracing IRL sketches
If you're looking to make a drawing VR game, idk :/
Does anyone know where I can find the location of the player head? some more information, I'm using all the unity VR packages from this tutorial https://www.youtube.com/watch?v=yxMzAw2Sg5w&t=631s. I know how to get the relative position of the player head in their playspace, but my game uses smooth locomotion, so I don't know how to get the location of the player after they have moved.
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.
// 📃...
Nevermind I found it, I've been trying to fix this for like 2 days and the moment I ask for help I find the thing I need :/
Quick question, where can I ask for more information regarding building a Spell Wheel Selection for a VR game project. An example would be like the Spell Selection Wheel used in Blade and Sorcery. Pretty new to VR and coding in general and was trying to wrap my head around how I would build it with my limited programming knowledge.
Id try trigger colliders
the alternative is learning stuff like the dot product
spawn the wheel as physical buttons that use trigger colliders to see which one is most recently selected. Alternatively you could use vector math .... but I mean who wants to do math?
Lol okay thanks for the advice I will look into this. Thank you for giving me a starting point
Assuming you followed the Unity project setup instructions, I suspect the problem is the Android auto graphics API. Make sure Vulcan is not in that list for the Quest
Hi,
Performance of my game is decreased when using OVRPlugin with OpenXR backend.
Is it possible to achieve the same performance as of Legacy OVRPlugin with OpenXR backend as well?
I'm using unity version: 2020.3.31f1
Oculus SDK version: 39
Are there any specific settings we should use when using OpenXR Backend? Please help me out.
Does anybody know if there is a way to use a gaze pointer with the volume buttons for interaction in Quest 2 ?
should be possible, but you're never gonna get onto the store with that enabled
Thank you. Why though ?
because you'd have interactions interfering with the volume controls
i would also worry about liabilities if i released something with that feature. bound to get sued for causing hearing loss at some point
Why do you want this @modest spindle?
We have an old GearVR app that we would like to keep the user using the gaze instead of controllers
Why not use controllers?
controller was an optional on GearVR
the GearVR headset has a touch area on the side for various input
I know, but if you're porting to quest, then why limit yourself with obsolete hardware
true... Will a build with latest libraries even run on a GearVR?
If it was my decision I would use the controllers, but it is a client request. So I want to see if it is possible
Oculus Integration stopped supporting GearVR with version 20, new XR system doesn't support GearVR I think
Yeah it doesnt. But still, using a gaze in Quest is not related to building for gearvr
Correct
Unfortunately I can't recall ever seeing something about getting input from the volume buttons
This is normal, since everyone would prefer using the controllers 😛 Thank you though !
I've been spending several hours this week debugging why my FinalIK rig goes wild the further you are from world 0, and it turns out if you have an active animator on the object it just does that, and by disabling it everything is fixed 🙃
I don't see a unity question here, I think spam gets limited to #502171626805133312 etc.
@buoyant jolt oops sory i just seen virtual reality, and posted here
Worst case scenario, gearvr is just android. You could use the Google cardboard SDK and listen to the actual android device volume buttons. Iirc we had to go through some hoops for that with some devices, I think we ended up building an Android plugin for it
Will try that too. Thanks
Any idea on how can I create a map that is not too performance heavy please?
Learn probuilder and use that to create parts of your terrain, do not just make it on probuilder and keep it that way though export the model out as an FBX and use blender or something like that if you know how and get rid of the rear faces and the faces you won't be able to see.
Decreases the texture resolutions as much as you can.
Do not use Normal Maps for the terrain textures.
Make your lightmap resolution lower.
Do not fill the terrain with grass, and avoid making 1 giant terrain, instead make a bunch of smaller ones (100x100 or 200x200)
Make use of occlusion culling by making hills and valleys where the player can't see what's over the hill until they get to the top of the hill.
If you make your terrain on blender or something like that make sure you apply texture atlasing to lower your SetPass Calls, also using the same texture atlas will automatically let you Batch your parts together if they're set to Static in the inspector.
Don't make a huge part without cutting it up into a few pieces, the player won't be able to see the back side of something so Occlusion Culling will automatically "hide it" or turn it off.
Bake your lighting and try not to use Realtime for the lightning or shadows.
Don't use Soft Shadows.
If you can avoid using shadows all together that would be best.
Do not use 10 different Grass textures, and do not use more than 5 ground textures.
What platform do you have in mind? Oculus Quest Standalone? Or lower end PC?
oculus quest 2 standalone. How do I set the terrain size btw?
Click your terrain, and in your inspector you should see a Cog icon, those are your terrain settings.
Width and Length is what you want to set to 100x100 or 200x200.
1000x1000 is way too large.
Detail distance should be set to no more than 50.
Mess with those settings until you can get something that runs good.
We all start somewhere.
and how do I make it so I can mass spawn trees in all terrains at once?
Go to the tree, add your tree model, and there's a "Mass Place" button you can click which will open a window.
Make sure you lower the amount to something sensible. Less than 100 is adviced.
Default number is 10,000 which will bring your pc to a halt if you have a midrange system.
yeah, but that only plants trees in that section of terrain. I mean in all sections of terrain, is there any way to do that?
I am actually not sure about that one, If I was to test myself the first thing I would try would be select 2 of your terrain GameObjects and see if you can edit multiple of those at once, if you can just use the same method.
nope
multi-object editing not supported
Yeah so I would assume that you would have to do it one terrain at a time sadly. I haven't looked too much into this since I use Gaia for all of my terrain needs (don't look at it, its expensive and unnecessary for somebody starting out) take your time learning the basics instead of dumping a whole bunch of money and becoming a digital hoarder like myself hahaha
Oh okay. Well, this is actually for a school project, so I should not spend any money on it haha. Thanks for the advice!
No doubt!
Any questions feel free to DM me, im always glad to help anybody who needs it, I don't have all of the answers but I'll do my best to help with what little knowledge I have.
Thank you so much for that! But be aware I'm a master at finding bugs and unity-breaking stuff hahaha
Trust me, if I haven't seen it or been through it, somebody else has a full 100 page write up on how to replicate the issue and how they fixed it, the trick is not to be good right away but to make mistakes and learn from them.
That's true, ngl
Why is it that I get more fps with all the terrain loaded than with all the terrain not loaded? Shouldn't be the opposite...?
@dense roost I am going go DM you so we don't clutter the chat, but in case anybody else thinks this is important, it is to an extent.
When looking for performance issues you want to look at more than FPS.
TRIS / VERTS / Batches / Setpass Calls
Those 4 things in my opinion are more important than FPS.
Since you're targeting Quest Standalone you need to keep your Tris and Vert limits present at all times, and same with your Batches.
In addition to those things, you have them inside a folder that inside a folder.
Put all of your terrains under 1 game object, you current have it as TERRAINS -> New Terrain -> your terrain.
The more game objects you have the higher the performance impact, a terrain doesn't need to be childed many times, also make sure you click the little box that says "Static" on the top right next to the name in the inspector.
Could someone help me with multiplayer I don’t know how to do it
I'm exporting a vr game to an apk file. I get met with this error:
Starting a Gradle Daemon, 1 incompatible Daemon could not be reused, use --status for details
question:
what is the preferred Render Mode for the Canvas UI, if you want the UI to be like a HUD always visible to the player?
screen space - overlay OR screen space - camera?
havent got any to be visible in the VR headset like i see it in the Scene.
Screen space camera is what I use because it lets you set the plane distance. The default is 100 (meters) which might be why you don't see it
Note that if you use a camera canvas then this will clip through geometry, so if you don't want that you need to use a shader that always draws on top @vast jasper
thank you so much. now i know where to start. so even if i make a new shader, i should use screen space camera?
You can use all the different modes as far as i know but SS camera is what makes most sense to me
why when I enable application application spacewrap the fps drop to 45 please? Ping me if u know pls
Experience, LODs, dummy background assets, good lighting, fog, no post processing, low impact weather and skyboxes...
Use baked lighting as well
can't.
it just doesn't let me
whenever I try, it just freezes and after some time closes without any error
You always want your batch calls below 200, and poly count below 1m (ideally at 500k) for the quest 2.
lemme check how much I have of those
As long as those two things are met, it should let you now only worry about code for performance
btw, those 100fps drop whever I connect the quest 2 or I build the project, so those fps aren't real
idk how to see how many batches are in the build itself
Those will be the same. You could technically profile on the quest, but the ODH does a better job of that.
ODH?
It lets you do things like show the FPS on the headset, performance checks etc. Just a convenient apb wrapper.
batches are a bit high now
yes that's where I saw that fps were low
so batches depend on the laptop I'm using then?
No, running in the editor treats it as a Steam VR or Oculus Desktop headset and relies on your CPU and GPU to render
The only thing that matters at that point is how it runs as an APK and installed onto the quest
then batches will still be high in the oculus 2 itself, and so I should try to lower it to 200 instead of 800?
No that's not how it works
The batches you see are the batches that will be on the oculus when you build an APK and install it
When you run it as an EXE or in the editor, the only thing that matters is your computer's CPU and Graphics Card.
Think of the Editor play and Windows EXE builds as unrelated to your quest - it's only a display at that point and not processing much
okay, so the performance in the editor is not the same as in the oculus, but still, what can i do to improve performance in the oculus? Because I still can't get stable 90fps in the oculus build😅. Like, polygon count seems fine, does that mean scripts are the ones causing performance problems?
So I built a build for my game and it only works for oculus vr since I didn't add the steam VR plug-in. I then added the steam vr plug-in and I get controller and headset movement but I cant use the buttons on my controllers
for example, the xr grab interactor doesnt do anything when I hold the grip on an object
it still works fine with normal oculus software though
also theres more
I can only see text mesh pro text in my left lense
im using a quest 2 with link cable
I have a unity origin rig
Set up from the xr tab
The problem arises when i use a link cable on my oculus and test the project. My right eye renders and i can see the game as usual, and my arms and controllers work too. The problem is my left eye is squashed like to the point were its a two pixel tall bar
Im not sure why this is, as in the game view I can see both eyes are rendering properly
just tested it again and it seems like steam vr only doesnt work when I try to use virtual desktop. When I have oculus open then open steam vr all is well
Both sides render
in game view
but one side is squished on the actual headset
this is not happening anywhere else
Can someone explain me how the camera rotation is static in roller coaster VR videos like this one?
https://www.youtube.com/watch?v=yF3QcEQoASg
It seems to me that the developer is keeping the camera rotation static and only rotating the scene landscape, game objects around the camera.
360 Video VR Roller Coaster created by http://Youtube.com/3DVR360
Characters in this video: FNAF Five Nights at Freddy, Siren Head, IT Pennywise Clown, Among Us Impostor, Manticore, Skyrim Dragon Aldur, Spider, Demogoron from Stranger Things, The Kranken
Naik Wahana Exterme VR 360 Wahana Ekstrim
how do i ancor the hand to the object in steam vr?
It looks to me like it's a normal rail system, you could rotate it around the player but not much reason for that unless you are dealing with 20+ KM of map space
That said, it is quite easy. I have 3 scripts we use for lightweight custom VR. One just tracks and matches the headset rotation. You could toss that on anything pretty easily it doesn't need to be a camera
👋 I just configured a XR controllers and API for VR. I can see it in game. What's the function called when my laser points to some object and I am performing click/long press? Can you point me to API methods?
i think that's the select event
or the activate one
whats the exact name of that event?
select-something, you'll see it when you find it in the inspector
You mean as far as the rotation is concerned, I should keep the camera still and rotate the rail system around the camera?
What do you mean by lightweight custom VR?
found it 🙂 thanks
Has anyone managed to get the vulkan backend working with unity 2021.3.x? (Quest 2 standalone)
Every time we build with vulkan as opposed to gles3.0 it's just black loading screen endlessly. Gles3.0 works fine.
It's a known issue afaik, but wondering if there's a nice workaround I'm unaware of
The workaround is to disable Vulkan and use GLES3 :D
I know 😦 but we really wanna take advantage of Oculus' custom SRP
The plus is it is better supported on other mobile headsets if you go down cross platform support though anyway, but yeah, annoying
Ah, we can't use platform specific stuff. I cannot help further I am afraid
Yeah, no worries. I appreciate the thoughts nonetheless!
Hello, so I want to try and recreate the first oculus program where you're introduced with the beautiful colors and all (the animals and all) Where should I start recreating that ?
Oculus First steps
Ahh from the quest
Just break up the components into smaller steps and start from the basics I guess
that one
yes, but where would I start? What do I use to create that drawing/ animated feeling
So not the dev side but the art side?
I did see that app called Tilt brush and tried it, but I will never in my life recreate that and how would I ever want to animate that ?
If you have a screenshot I might be able to help more. Don't recall any scene with animals
Yeah sure give me a sec
@north path https://youtu.be/_Sfv2cp8yJ4 this one
Oculus Rift S doesn't have a launch date yet, although it seems the most recent Oculus software update has brought along with it a few day-one essentials for prospective Rift S owners. Digging through files that came along with the latest update, we found the new Rift S Touch tutorial that you can play even if you don't have a Rift S just yet. C...
Seems to be quite simple matte colors with some post processing
For the models start looking into modeling animals and animating them I guess
ah yes
can anyone send me a grappling hook vr script?
Hi, I am trying to test my vr game and I start the game in unity but my game doesn’t start in my vr headset
h e l p
im going insane.
tldr; made a small game that im trying to test, exported as apk, sideloaded it to quest 2, but whenever i launch it it just crashes
check logcat
been trying to export a single 30k kb game for like 3 hours
logcat?
oh, but i thought that was only for testing within unity?
sorry if im acting dumb rn im sleepy
no, this option connects to the device and lets you read the log messages.
oh wow, thats rlly useful
agiht lemme try that rq
alr i have it up
and ima try running
wow thbats a lot of red text
im assuming this is where i crashed
just in case gonna retry
holy
nope that was not it
is it i think
yep, tried multiple times, same logs
hi
anyone knows how can I set both of those into the one grab transform in the grabbable script please? Using oculus integration package btw
thanks in advance
Has anyone ran into issues with the sprite renderer on a canvas not working in vr?
left = image with just "source sprite" right = material (works fine)
Figured it out, my project was missing the default shaders, fixed by going to project settings > graphics and resetting to default, which re-included the needed shaders
Anyone know how to fix this? Seems like compound colliders and physx just dont play together. This is using simple box primitives too!
its just cubes but it acts freakin insane
I'd probably investigate any and all warnings / errors before the crash happens. That piece of log doesn't really tell much. Also: Make a new project and see if that will run fine. That way you'll have a clue if the problem is with your game or your dev environment
also check if all plugins (anything XR and oculus) are up-to-date
alr thanks
wait but question bout the investigate part:
what would affect the game to crash? the app crashes as soon as I open so idk if any errors before it opens would be relevant?
since other games run well
So this might be a very simple question, but me and my friends recently started learning some VR development in Unity. But we are now running into the problem where if we grab an object, it collides with the character controller. Which means the player can boost themselves with the grabbed object. Is there a way to deal with this issue?
Anyone know why my Quest 2 isn't showing up in the remote debugger within Visual Studio? I did a development build with script debugging checked, and the app is currently running standalone on my quest 2. When I open the sln file for my project in visual studio and then try to remote debug, my quest 2 doesn't show up as a device to attach to. Any suggestions?
Collision layers
@storm ether Stop crossposting aroudnt his server. If anyone wants to take the time to help, they will answer in that channel.
ok but they dont help me
Well VR isn't web sockets
Whining about it is irrelevant. Don't crosspost, and stay in one channel please.
ok srorry
i need help i created a 3d unity project and vr unity project when i try to play it won't show on my oculus pls help
ended up fixing this: the fix was so simple im embarrassed to explain
just had to uncheck a lighting option 💀
great another problem 🙂
expected tracking positions:
actual positions:
idk whats going wrong. this used to work with same method on another project
compare the object hierarchy with the other project, not the method you used to get there