#🥽┃virtual-reality

1 messages · Page 62 of 1

glad leaf
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awesome I would love to share what I will be doing, very excitied.

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I don't want to crosspost and I asked a question not sure if you have any idea of top your head.

fierce siren
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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

dusk sky
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how do i take button input with scripting?

buoyant jolt
tiny niche
rancid warren
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Hi, following up on this question, still havent found a way to fix it :)

woven kite
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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.

mild igloo
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Anyone work with Passthrough before? Seems to freeze when you disable it

icy notch
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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?

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Earlier on, it barely moved me at all, and I was completely unable to change how far the parabolic pointer went

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Still having the same issue, but now it doesn't work at all

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It just rotates the camera

willow tulip
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Actually about to start a very similar project, is that still the approach you are taking

willow tulip
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Ah noo! Not what I wanted to hear 😅

willow tulip
crude frost
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is that the $199 plugin?

willow tulip
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Yes

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It works really well for traditional web browsing. Haven't tried it for a 180 or 360 view

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There's also the unity official webrtc package. I'll probably try that one

obsidian marsh
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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

hidden ember
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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)

buoyant jolt
gilded wyvern
hidden ember
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ok so i got that to work. how do i get my gun to kill other players because rn it just shoots bullets

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or if there are any tutorials please tell me

lament slate
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does anyone know some good tutorials to getting started with vr stuff in unity?

wise tartan
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does anyone know how i can add jumping to my vr game?

hidden ember
north path
wise tartan
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Ok

north path
# lament slate does anyone know some good tutorials to getting started with vr stuff in unity?

https://youtu.be/yxMzAw2Sg5w

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.

// 📃...

▶ Play video
hidden ember
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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

tiny niche
hidden ember
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so you mean like i should remove IK that the player can see and add it so other players to see?

limpid beacon
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has anyone here ever made vr game?

north path
wise tartan
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can someone send me a unity XR jump script for oculus controllers button (A)

cerulean niche
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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.

▶ Play video
tiny niche
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@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

north path
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@wise tartan depends how your player is setup. If it uses rigidbodies just use addforce upwards when pressing the button

storm ether
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im trying to make a game and i cant get my controllers to track

steep oxide
storm ether
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im trying to get models to track with it but the wont

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and i cant test it on steam vr rn

steep oxide
storm ether
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oculus

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quest2

toxic geode
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does anyone work with vrbooster

high mason
tulip anchor
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might want to clarify/disclose that you're asking as a developer of the asset

rancid warren
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I'm still having this issue and I'm not sure what ive done wrong but I need help

tiny niche
hidden ember
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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
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Hello, Why doesn't Unity/OpenXR have support for Vive Cosmos Controller?

steep oxide
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@true meteor you need to install the SteamVR unity plugin but also to manually configure the json bindings, having had precisely this issue today…

true meteor
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@steep oxide Hi, do you have any document, or repository showing how to do it?

muted laurel
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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?

tulip goblet
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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?

pine bison
hidden ember
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anyone know any tutorials for hand hitting ground vibration like gorilla tag

storm ether
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what is wrong with this

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i cant sit a reference to Ovr Camera Rig

abstract sigil
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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?

pine bison
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OpenXR is the preferred API for Oculus going forward @abstract sigil

viral shale
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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!

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is this the right section to post this kind of problem? Sorry it is my first post on this server

shell kayak
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The solution is to not move the camera so far from (0,0,0)

scarlet tree
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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

shadow trout
pine bison
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Perfectly stable from my own testing. It's not as feature rich as the steam and oculus packages though

viral shale
abstract sigil
pine bison
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Yes

viral shale
inner jackal
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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?

storm ether
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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. 🙂

abstract sigil
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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

buoyant jolt
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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

acoustic lodge
buoyant jolt
storm ether
storm ether
buoyant jolt
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Although in 2020 I was able to stop using the OpenVR Loader as well

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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

storm ether
hidden ember
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how do i get controller vibration when i hit the ground

viral shale
viral shale
hidden ember
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yes

viral shale
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ok I managed to do exactly that. Wait I send you the code I used...

hidden ember
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ok

viral shale
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don't forget to add "using UnityEngine.XR.Interaction.Toolkit;" at the top

hidden ember
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ok

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thanks

viral shale
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you are welcome 😃

dim geyser
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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?

tiny niche
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you'll just have to adjust your performance budget to account for it

dim geyser
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Got it, thanks @tiny niche !

storm ether
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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?

storm ether
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can someone please help I have no idea how to fix this

lusty wyvern
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Am I able to let other players walk on each other?

lime plover
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i'm using animation rigging for a VR player model

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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

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how do I do this?

abstract sigil
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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

gaunt coral
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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))

gaunt coral
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Riiiight, now I somehow got the controllers to work, but my head still doesn't move

tiny niche
severe saffron
# viral shale still desperate... any help would be super appreciated! 🥰

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.

gaunt coral
viral shale
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thank you very much!!!

stoic storm
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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

slate tendon
fossil temple
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has anyone had this issue before?

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Something seems to have changed with steamVR so "InteractUI" was no longer an option and i had to set click to TriggerButton

storm ether
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can i use URP with VR ?

abstract sigil
# storm ether can i use URP with VR ?

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

storm ether
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i connected my oculus and everything but when i hit play it doesn't run in the oculus

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instead i have to build the project to the oculus for it to work only

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how can i fix that and just be able to run the game instead of building everytime

rapid pike
fossil temple
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Reimporting steamVR?

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I’ll can give it a shot

hidden ember
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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:

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i would have to edit the name "enemy" right?

storm ether
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how do i enable VR headset in unity ?

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i cant find XR setting in Player section

true raptor
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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

storm ether
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im trying to export my game to be side loadable on sidequest and when I try and build the apk I get this error

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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&)

buoyant jolt
lapis briar
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can someone help me i am trying to convert my game to Vr and my UI is not interacting with the Controllers

hidden ember
storm ether
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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&)

iron bridge
hidden ember
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you do you say.. dm me lol

torn notch
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how do u make vr cosmetics

junior cove
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you have made them before mazz what r u talking about

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i keep getting this error

storm ether
storm ether
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lol

torn notch
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i know how to make them now

storm ether
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Nice

torn notch
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u need photon

storm ether
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oh ok

tepid bough
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How do i fix "Unable to start Oculus XR Plugin"?

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I have my oculus connected to an app on pc

hidden ember
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im using photon and my network player is just floating.

haughty axle
# lapis briar can someone help me i am trying to convert my game to Vr and my UI is not intera...

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...

▶ Play video
lapis briar
tepid bough
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bruh

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why the hell it does not work

shell kayak
tepid bough
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I actually fixed it

ashen venture
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i need help with rag doll stuff

buoyant jolt
buoyant jolt
# junior cove

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.

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Hurricane does a lot, but the code is pretty messy, and error prone unfortunately.

rapid maple
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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??

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also i didnt realise the music i was playing also got captured

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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

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i figured it out, keep selected wasnt oon

rich drum
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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

signal loom
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How do you set the XRrig device type to headset?

tiny niche
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so i'd go through the docs on it to make sure the project is configured to let it work

brazen elm
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does anyone know why unity wont load my game into steamvr

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ive enabled VR support in project settings and ive added xr management and the interaction toolkit.

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if i add the oculus plug-in provider it turns off VR support.

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ive fixed my issue but the camera is very unstable and my controllers dont move.

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fixed controllers but camera is still jaggy

pine bison
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You're mixing the old and new XR systems @brazen elm. You shouldn't be using the VR Supported checkbox anymore, just XR Management

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I would recommend following a tutorial, VR with Andrew / Valem / Justin P Barnett are some good channels

brazen elm
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i am however using 2019.4.31

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is OpenVR already included in xr management?

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im assuming i need openvr desktop, lol

pine bison
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OpenVR is a bit of a mess with 2019 so I'm not sure about that one

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It's easier with 2020+ and OpenXR

brazen elm
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ahh okay.

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ill queue an install then.

brazen elm
pine bison
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2020 LTS probably

brazen elm
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so somewhere between 1.0 - 3.0?

pine bison
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2020 LTS is 2020.3.33f1

brazen elm
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alright, i think ill stick to 2020.3

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just to start with

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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...

▶ Play video
pine bison
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You'll want to do it one step at a time. First get VR up and running, and then onto things like IK

brazen elm
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ah, i see, valem started with IK so i just followed along.

pine bison
brazen elm
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Alright, Thanks!

shadow cloud
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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.

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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

tepid bough
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The game is standalone for pc, and two players can play on one pc

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So one of them is on pc and controls a player but the second one is on vr

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they are using only 1 game and both see other displau

buoyant jolt
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Yes, set one camera to None, and the other to Both

tepid bough
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lemme try

buoyant jolt
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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.

tepid bough
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Both of them are set to display 1, and on pc i can see only a vr camera

buoyant jolt
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We also use this to overlay watermarks on our desktop VR solutions :)

tepid bough
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Let me try this

buoyant jolt
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There are some cases where it may not work right though, so it could be something else causing it to misbehave

tepid bough
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When my game is set to display 1 (pc view) on vr i only see a black screen

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when i cahnge it to display 2, i can see on vr and on pc

tepid bough
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@buoyant jolt

sour laurel
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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

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so i need to basically make the inside transparent so i cant see the eyes anymore i think

buoyant horizon
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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.

rich drum
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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);
    }
}
toxic geode
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how do i get XR Interaction Toolkit on unity 2021.3.0f

rich drum
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download it

hexed schooner
#

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?

buoyant horizon
buoyant jolt
toxic geode
#

@rich drum if you dont want to help say nothing please

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if i could i would

pine bison
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Have you got preview packages enabled @toxic geode?

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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

toxic geode
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yes but i cant see the package

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@pine bisonty

terse hawk
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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.

rich drum
vagrant sparrow
vagrant sparrow
tropic garden
#

I'm using OpenXR, is there somewhere I can get the VIVE controller 3D models?

alpine jackal
#

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?

north path
alpine jackal
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plugin @north path

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wait

north path
#

OpenXR is also a plugin haha

alpine jackal
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sorry XR Plugin

north path
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What do you use under the android tab?

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In XR management

alpine jackal
#

are you refering to this?

north path
#

Yepp

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What Unity version is this?

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Sadly I don't have that much experience with the template and systems they use :/

alpine jackal
#

2020.3.251f

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how do you do it without the template out of curiosity? is it just something you install of the asset store @north path

abstract quarry
#

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?

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Happy to use an asset for it, but concerned volumetric clouds assets may be too performance heavy

north path
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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

north path
hexed schooner
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@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!

civic palm
#

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

north path
#

Are Unity, Oculus XR Plugin and if used Oculus integration updated to the latest versions?

minor wave
#

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?

gilded wyvern
minor wave
gilded wyvern
#

Ah, so you've built it to an application?

minor wave
#

Yep

gilded wyvern
#

I'm not sure then honestly

minor wave
#

🫤

#

Ok

tiny niche
minor wave
tiny niche
#

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

minor wave
#

Not yet

cerulean harbor
#

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?

wraith shale
#

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

cerulean harbor
# wraith shale one reason for picking Unity is that people have just been used to using it. And...

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

lethal shuttle
#

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.

wraith shale
#

@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

cerulean harbor
wraith shale
#

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

shell kayak
# cerulean harbor So its mainly just preference? There isn't really anything Unity has that makes ...

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.

mortal lynx
#

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?

gilded wyvern
#

does the player have colliders, and is everything on the right layers?

rich drum
#

never got help for it

#

i thinl

hazy spear
rich drum
hazy spear
mortal lynx
pine bison
mortal lynx
#

Im just using the basic unity stuff. Ill take a looka t it tomorrow as im going to bed

wraith shale
shell kayak
civic palm
#

Im working on a 5yrs old problem damn, any solution for inaccurancy of Camera.ScreenToWorldPoint() in VR?

shell kayak
wraith shale
# shell kayak You don't think the design of the built-in systems in UE is biased towards flat-...

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

civic palm
shell kayak
wraith shale
#

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

shell kayak
#

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?

wraith shale
#

Nah that would be world of pain with unreal

#

(even without VR)

shell kayak
#

Red Matter has great lighting in UE4 on Quest, but I've always assumed that was accomplished with source code changes.

wraith shale
#

Red Matter definitely did some extra magic

shell kayak
#

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.

storm ether
#

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.

tepid bough
#

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

buoyant jolt
fallen wolf
#

how do you get joy stick moveing?

modern ginkgo
#

does anyone know why ReadPixels is 1 frame behind my current active rendertexture in vulkan compared to openGLES

real crane
#

What are the alternatives for Firebase on Oculus Quest?

storm ether
real crane
#

Actually I meant using firebase for analytics, firestore etc

rustic tree
#

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

#

?

feral hill
#

hi who knows steam vr plugin here?

urban cloak
vast jasper
#

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

rustic tree
#

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

gilded wyvern
#

if you have colliders on your fingers, it should work

feral hill
#

How can I grab an object with 2 hands?

#

With the steam vr plugin

toxic geode
#

i need help with vr

#

just that is egnouth to make me lag

#

and its low poly

pliant fable
#

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...

▶ Play video
#

Pretty much, the cubes are not where my hands are

wooden garden
torn basin
#

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

▶ Play video
wooden garden
#

How would i make it so that an object doesn't have collision whilst being held?

storm ether
#

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

torn basin
#

some1 plz help me

pliant fable
#

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?

#

link in case its helpful

#

the comment with code should be at the top

#

topish

pliant fable
#

was able to make it work

wooden garden
pliant fable
#

spunky got any clue on this one

#

?

#

And when it says to fix any compiler errors, there is none

pliant fable
#

nev

civic palm
#

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 .-.

verbal sentinel
#

Hi, any idea why TMPRO fonts looks bad inside VR ...tried increasing the fort size and scaling down the cavas and components... no change.

pine bison
#

Looks bad how?

verbal sentinel
#

@pine bison Blurry edges (not crisp) around the letters. BTW on screen it looks much better then inside the VR device

waxen tartan
#

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?

worthy zenith
#

Should I go with steam vr or unity xr

nimble tangle
#

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?

pliant fable
#

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

real escarp
#

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

pliant fable
#

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?)"

nimble tangle
#

Are there any good tutorials for reading vr controllers positions and inputs?

tiny niche
civic palm
#

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.

alpine jackal
#

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?

pallid quail
#

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.

north path
#

Only enable/spawn the OVR components/prefabs when VR is enabled in Start? @pallid quail

#

@alpine jackal latest Unity version?

pallid quail
#

That is my goal yes.

#

I don't have anything explicitly related to OVR in the project.

north path
#

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?

pallid quail
#

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?

north path
#

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

pallid quail
#

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?

pallid quail
#

To be clear of the distinction, SteamVR loads when VR is enabled and OVR loads when it's disabled.

pliant fable
#

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

lapis briar
#

My Ui is Not interacting with Oculus Quest 2. can someone Guide me through i have followed few tutorials but still not interacting

storm ether
#

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

shell kayak
storm ether
#

oh well

#

everything is lit lol

pine bison
#

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

storm ether
pine bison
#

Then you should start there, optimizing blindly can be a waste of time

storm ether
#

this is always the case with the profiler

#

i understand its something with the render, thats all it is

pine bison
#

Well your player loop is less than 10ms so that's not the issue

#

Select the rendering section instead of CPU

west mantle
#

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

gentle stone
#

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

storm mulch
#

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

queen minnow
storm mulch
#

yes

queen minnow
#

doesnt the default unity VR thing have input actions already setup?

storm mulch
#

Idk I can’t find it and I do what the videos say and on like step 2 I can’t find it

queen minnow
#

hmm

storm mulch
#

Do I have to use the vr I’m on the 3d

queen minnow
#

im unsure

storm mulch
#

Hmm

#

How would I get a input system?

storm mulch
#

What do in need to make a game in unity

#

Vr

fierce shell
#

Does anyone know how to fix this?

storm vigil
fierce shell
#

yeah. I have the VRChat SDK. Isn't that the right one?

storm vigil
#

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

storm mulch
#

How do I get the room scale X-ray rig

tiny niche
full pecan
#

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

storm ether
#

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

muted laurel
#

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?

junior cove
#

i keep getting this error everytime i try to build it

#

how do i fix it?

storm ether
junior cove
#

I have not deleted anything

fleet cedar
#

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.

junior cove
#

now i have this

storm ether
junior cove
#

Yes

#

I solved that problem

junior cove
junior cove
#

Crap

#

I forgot to send it

#

i keep getting this now

storm ether
#

what platform are you trying to build for? Can I see you player setting/ build settings?

junior cove
#

Can we dm instead of talking I’m here

#

In

lapis briar
#

anyone here Using Quest 2 for their VR game i need some help

wraith shale
#

better just ask the actual question

fossil ridge
#

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

mystic patrol
#

Im making a Vr game and whenever i try to play it on my quest 2 the graphics quality \is super bad

dense roost
#

Hi. Does anyone know if it's better to use ILCPP or Mono please?

storm ether
#

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

icy kindle
#

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

tiny niche
#

@storm ether hand tracking is there, you just need to hook up the hands and hand interactions you make to the raw tracking data

storm ether
#

hmm ok thank you

north path
dense roost
north path
#

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

dense roost
#

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

dense roost
north path
#

It's probably hidden somewhere else, but it should definitely be possible.
I don't have my laptop right now to check

dense roost
#

or here?

north path
#

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

dense roost
#

The most similar is the aot safe mode

north path
#

You can try

#

Nothing in preferences?

#

Or is this prefereces

#

If you remind me tomorrow I can look for you

dense roost
#

Okay I would really appreciate it

dense roost
#

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?😅

pine bison
#

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 ...

▶ Play video
storm ether
#

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

pine bison
#

Post processing?

spice sail
#

anyone know how to keep the oculus quest 2 enabled in Unity Editor mode when you're not wearing the headset

storm ether
spice sail
#

my headset keeps turning off the moment i remove it to check editor stuff

tacit quartz
#

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 !

pine bison
pine bison
spice sail
#

worked, thanks

#

🙂

storm ether
#

is it possible to use real time global illumination in VR ?

#

or even mixed global illumination ?

pine bison
tacit quartz
tacit quartz
pine bison
#

You would probably need to

#

but I don't know. I haven't done this myself. I just use CurvedUI

tacit quartz
#

Okay thanks 🙂

storm ether
#

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

plain minnow
#

try turning up your render scale

#

maybe

#

reduce the amount of lights

#

disable controller acceleration

tiny niche
#

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

north path
wide parrot
#

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.

tacit quartz
#

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 ?

mortal lynx
#

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

modest helm
#

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?

mortal lynx
#

How would I check if an object is currently being held by the player in VR?

modern ginkgo
#

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

open briar
#

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

blissful fog
#

does anyone knows how to do VR using XR rig to insert the key to unlock and next to open the door?

mild igloo
#

anyone here have experience using passthrough

storm ether
#

why cant i run oculus in play mode

#

i tried everything but its not working

uncut quartz
#

How would i keep the character collider on the head? because i can clip through walls otherwise

mild igloo
#

why is it so quiet in here

mortal lynx
mortal lynx
#

Or physically

#

Cuz IDk how to fix it if its physically

uncut quartz
#

physically, and i got a script to fix it now

mortal lynx
#

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

mortal lynx
uncut quartz
mortal lynx
#

Go for it

gentle stone
#

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

hasty narwhal
#

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?

pine bison
#

Just fake it entirely and render things out in unity?

balmy holly
#

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?

acoustic shell
#

how do i add cosmetics so that they can buy it and it goes on there head or hand?

blissful fog
#

Hi, does anyone knows how to set one of the buttons on HTC vive controller for grabbing and object just for rotating on VR?

remote plume
#

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

pine yoke
#

Anybody have any experience with VRIF? I'm not sure how to handle "VR hands collide with this object" in code...

remote plume
tiny niche
remote plume
rich slate
#

does anyone have a photon vr package setup that i can have

opal wolf
#

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?

pliant fable
#

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

tiny niche
#

or nvm, its gotta be something screwing up in the render pipeline

finite flame
#

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

pine bison
buoyant jolt
dense roost
#

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

cosmic rose
#

how to I test my game?

#

I mean play it

finite flame
#

Awesome Thanks!

buoyant jolt
# cosmic rose I mean play it

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.

quasi grove
#

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.

buoyant jolt
#

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.

quasi grove
#

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

cursive lantern
#

What code does oculus/oculus 2 use

modern tangle
tawny swift
#

how to check which way the player faces? i'm trying to shoot flames from player's mouth when player does certain things

modern tangle
#

local position of such a mouth-based fire-breathing gameobject could be about (0,-0.1,0). Then just use your transform.forward

dense roost
#

Hello. Anyone knows how to throw things with oculus integration please???

dense roost
#

Or is it better to use oculus integration or XR interaction toolkit please???

buoyant jolt
#

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

dense roost
buoyant jolt
#

Oculus integration is set to be deprecated for Unity XR

dense roost
#

but it still can do hand tracking with oculus? Or what are its limitations (I'm kinda noob sorry)

crimson aurora
#

hello, tell me where I download the Initial D? please

buoyant jolt
#

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

buoyant jolt
#

You can create a 3D model of a D in Blender if you want

crimson aurora
dense roost
buoyant jolt
#

It should be able to, we use oculus integration for catching and throwing things in our stroke software we built for a local hospital

dense roost
#

Then I might be doing something wrong, because I can't

buoyant jolt
#

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

dense roost
#

Okay thanks

dense roost
dense roost
#

Any idea with that thing?

#

Like, anyone knows how to make the oculus integration work with physics based grabbing?

split wave
#

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

visual idol
#

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.

dense roost
#

Hi. First, why is there a lot of questions and no one to answer haha😅 . Second, I need some help too sorry

#

I'm using oculus integration btw

dense roost
modern tangle
#

easiest would be to disable the controllers colliders while you hold something

dense roost
#

Well, the thing is that controllers don't even have colliders...

modern tangle
#

maybe your player has a big capsule the held object collides with? Does it stop that behavior when you hold it far away?

dense roost
#

nope, doesn't stop

#

it only happens when I'm moving

modern tangle
#

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

dense roost
#

kinematic?

modern tangle
#

yes

dense roost
#

it is already set

#

it only happens with the grab interactible btw, not with the ovr grabbable

#

maybe is something in the inputovr thing?

modern tangle
#

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?

dense roost
#

maybe that?

modern tangle
#

I never worked with those systems.... so it's hard for me to tell what exactly causes the problem

dense roost
#

You use the XR thing?

modern tangle
#

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

dense roost
#

welp it crashed again...

modern tangle
#

I'd probably implement a simple grabbing myself...

dense roost
#

I don't know any of c#, so I use visual scripting, and I'm not sure I can do that with visual scripting

modern tangle
#

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

dense roost
#

well, I'll try to understand how it works with visual scripting. Thanks

visual idol
#

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.

modern tangle
visual idol
modern tangle
#

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

dense roost
#

Does anyone know how can I modify the interactable in order for it to work the same way as the OVR grabbable please?

dense roost
dense roost
modern tangle
#

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

dense roost
#

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

modern tangle
dense roost
#

inestad of openVR I have selected oculus, is that the problem?

modern tangle
#

definitely shouldn't be a problem

dense roost
#

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

modern tangle
#

so, just set the Pose Source

dense roost
#

Okay sorry but, why is my OVR controller prefab not changing to the controller like it was doing with the OVR camera rig?

modern tangle
#

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.

dense roost
#

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?

dense roost
modern tangle
#

Great!

dense roost
modern tangle
#

(I don't know...)

dense roost
#

Oh okay. Well thanks for all your help, I really appreciate it 😄

modern tangle
#

yw 🙂

cyan raven
#

I'm trying to learn unity to make VR things and I'm having a few issues.

  1. the model I imported from blender (as an fbx) rotates 90 degrees when I pick it up
  2. the model is very shaky when moving it even when making very smooth movements
  3. 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

dense roost
#

Is there any way to remove the fps limit with oculus 2 please? I can't get more than 72 fps

buoyant jolt
dense roost
#

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

severe saffron
#

then you can call
OVRManager.display.displayFrequency = 120f;
in your own script

lusty sail
#

my app lab update is giving me the following error

#

I'm having trouble finding what to actually set to true and where it is, can anyone help?

modern tangle
verbal sentinel
#

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?

torpid ginkgo
#

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.

stoic hawk
#

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

modern tangle
#

I don't remember such a dialog with OpenXR, so I'd suspect HVR

stoic hawk
#

I'll ask similar question in their discord then

pine bison
#

OpenXR requires the new input system @stoic hawk

stoic hawk
#

dammit. how hard will it be to rewrite my old project?

#

It gets worse because my game is a hybrid (PC keyboard/mouse + VR)

pine bison
#

Depends on the size of your game. It can be a lot of work

kind sundial
#

Hi Joe! Are you still looking for handtracking frameworks?

umbral violet
lusty sail
buoyant jolt
#

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

pine yoke
#

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 😭

full pecan
#

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,

little jetty
#

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/

full pecan
#

bro

static dome
#

yo guys i have a problem with on trigger enter with a VR player

modern tangle
modern tangle
static dome
#

than it worked

modern tangle
#

👍

spice sail
#

getting a black screen when launching unity apk build

#

anyone know how to debug / address this issue?

modern tangle
spice sail
#
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)
pine bison
#

Show your XR Settings @spice sail

true tapir
#

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

tulip quail
lofty grove
#

Wow, looks amazing :+1:

kind sundial
severe saffron
#

so uhhhh, gameObject.isStatic doesnt work on quest/android?

shell kayak
cyan cove
#

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?

true raptor
#

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

cyan cove
true raptor
#

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);
    }
} ```
cyan cove
obsidian marsh
#

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

severe saffron
solar dune
#

any Idea on how to make drawing?

finite flame
#

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 :/

finite flame
#

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.

// 📃...

▶ Play video
#

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 :/

thick dragon
#

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.

severe saffron
#

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?

thick dragon
#

Lol okay thanks for the advice I will look into this. Thank you for giving me a starting point

buoyant jolt
wintry notch
#

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.

modest spindle
#

Does anybody know if there is a way to use a gaze pointer with the volume buttons for interaction in Quest 2 ?

tiny niche
modest spindle
tiny niche
#

i would also worry about liabilities if i released something with that feature. bound to get sued for causing hearing loss at some point

pine bison
#

Why do you want this @modest spindle?

modest spindle
pine bison
#

Why not use controllers?

modern tangle
#

controller was an optional on GearVR

#

the GearVR headset has a touch area on the side for various input

pine bison
#

I know, but if you're porting to quest, then why limit yourself with obsolete hardware

modern tangle
#

true... Will a build with latest libraries even run on a GearVR?

modest spindle
#

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

pine bison
#

Oculus Integration stopped supporting GearVR with version 20, new XR system doesn't support GearVR I think

modest spindle
#

Yeah it doesnt. But still, using a gaze in Quest is not related to building for gearvr

pine bison
#

Correct

#

Unfortunately I can't recall ever seeing something about getting input from the volume buttons

modest spindle
#

This is normal, since everyone would prefer using the controllers 😛 Thank you though !

pine bison
#

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 🙃

buoyant jolt
limpid totem
#

@buoyant jolt oops sory i just seen virtual reality, and posted here

buoyant jolt
dense roost
#

Any idea on how can I create a map that is not too performance heavy please?

prime lagoon
# dense roost 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?

dense roost
prime lagoon
#

Click your terrain, and in your inspector you should see a Cog icon, those are your terrain settings.

dense roost
#

ohhh I didn't even know that existed thanks

#

I'm still kinda noob

prime lagoon
#

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.

dense roost
#

and how do I make it so I can mass spawn trees in all terrains at once?

prime lagoon
prime lagoon
dense roost
prime lagoon
dense roost
#

multi-object editing not supported

prime lagoon
# dense roost 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

dense roost
#

Oh okay. Well, this is actually for a school project, so I should not spend any money on it haha. Thanks for the advice!

prime lagoon
dense roost
#

Thank you so much for that! But be aware I'm a master at finding bugs and unity-breaking stuff hahaha

prime lagoon
dense roost
#

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...?

prime lagoon
#

@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.

junior cove
#

Could someone help me with multiplayer I don’t know how to do it

bleak cloak
#

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

vast jasper
#

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.

pine bison
#

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

vast jasper
pine bison
#

You can use all the different modes as far as i know but SS camera is what makes most sense to me

dense roost
#

why when I enable application application spacewrap the fps drop to 45 please? Ping me if u know pls

buoyant jolt
dense roost
#

Lighting I just have 1 directional light

#

no fog

#

no post processing

buoyant jolt
#

Use baked lighting as well

dense roost
#

can't.

#

it just doesn't let me

#

whenever I try, it just freezes and after some time closes without any error

buoyant jolt
#

You always want your batch calls below 200, and poly count below 1m (ideally at 500k) for the quest 2.

dense roost
#

lemme check how much I have of those

buoyant jolt
#

As long as those two things are met, it should let you now only worry about code for performance

dense roost
#

batches are a bit high

#

how can I reduce them?

buoyant jolt
#

That should be fine for the quest

#

What you are showing should run fine

dense roost
#

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

buoyant jolt
#

Those will be the same. You could technically profile on the quest, but the ODH does a better job of that.

dense roost
#

ODH?

buoyant jolt
#

There is no reason I can see from the photo for a slow down

#

Oculus Developer Hub

dense roost
#

oh

#

this is with the oculus 2 connected lol

buoyant jolt
#

It lets you do things like show the FPS on the headset, performance checks etc. Just a convenient apb wrapper.

dense roost
dense roost
buoyant jolt
#

Yeah but that sounds more like an oculus link problem

#

I.e. not a VR spec laptop

dense roost
#

so batches depend on the laptop I'm using then?

buoyant jolt
#

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

dense roost
#

then batches will still be high in the oculus 2 itself, and so I should try to lower it to 200 instead of 800?

buoyant jolt
#

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

dense roost
#

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?

willow wagon
#

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

vivid prism
#

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

willow wagon
vivid prism
#

Both sides render

#

in game view

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but one side is squished on the actual headset

#

this is not happening anywhere else

hollow sail
#

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

▶ Play video
feral hill
#

how do i ancor the hand to the object in steam vr?

buoyant jolt
#

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

woeful sentinel
#

👋 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?

tiny niche
#

or the activate one

woeful sentinel
tiny niche
hollow sail
woeful sentinel
dim geyser
#

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

buoyant jolt
dim geyser
#

I know 😦 but we really wanna take advantage of Oculus' custom SRP

buoyant jolt
#

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

dim geyser
#

Yeah, no worries. I appreciate the thoughts nonetheless!

storm ether
#

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 ?

north path
#

Which one? @storm ether

#

I know first contact as first game that starts up

storm ether
north path
#

Ahh from the quest

storm ether
#

I am on Rift S lol

#

But yeah

north path
#

Just break up the components into smaller steps and start from the basics I guess

storm ether
#

that one

storm ether
north path
#

So not the dev side but the art side?

storm ether
#

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 ?

storm ether
#

more art though

north path
#

If you have a screenshot I might be able to help more. Don't recall any scene with animals

storm ether
#

Yeah sure give me a sec

north path
#

Seems to be quite simple matte colors with some post processing
For the models start looking into modeling animals and animating them I guess

wise tartan
#

can anyone send me a grappling hook vr script?

storm ether
#

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

bleak cloak
#

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

bleak cloak
#

please

#

literally going criminally crazy

modern tangle
#

check logcat

bleak cloak
#

been trying to export a single 30k kb game for like 3 hours

bleak cloak
modern tangle
#

‘Window > Analysis > Android Logcat’

#

Logcat is Android's logging output.

bleak cloak
#

oh, but i thought that was only for testing within unity?

#

sorry if im acting dumb rn im sleepy

modern tangle
#

no, this option connects to the device and lets you read the log messages.

bleak cloak
#

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

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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

dense roost
#

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

dim geyser
#

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)

dim geyser
severe saffron
#

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

bleak cloak
#

still a problem 😢

modern tangle
# bleak cloak can someone help w/ this

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

bleak cloak
#

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

livid cloak
#

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?

abstract sigil
#

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?

storm ether
#

help !

urban cloak
#

@storm ether Stop crossposting aroudnt his server. If anyone wants to take the time to help, they will answer in that channel.

storm ether
#

ok but they dont help me

severe saffron
#

Well VR isn't web sockets

urban cloak
#

Whining about it is irrelevant. Don't crosspost, and stay in one channel please.

storm ether
#

ok srorry

elfin linden
#

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

bleak cloak
#

just had to uncheck a lighting option 💀

bleak cloak
#

great another problem 🙂

#

expected tracking positions:

#

actual positions:

#

idk whats going wrong. this used to work with same method on another project

tiny niche
bleak cloak
#

oh yeah

#

forgot to mention i fixed it by doing that lol

#

but thanks anyway for answering

strange jolt
#

Hello everyone

#

IDK why but when i get close to an object in unity

#

it becomes green like this

#

high definition rp

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both in game and scene