#šŸ„½ā”ƒvirtual-reality

1 messages Ā· Page 63 of 1

strange jolt
#

does anyone have an idea why?

#

only when i get close

north path
#

What shaders are used?
What headset?
Any special graphical features used or is it default? @strange jolt

strange jolt
#

Set the quality to High, Oculus Quest 2 (Single Pass), I don't get what you mean by shaders

#

only changed these

north path
#

On the material of the object that turns green

#

What material/shader is on it

#

And which unity version?

strange jolt
#

2020.3.32f1

#

Also happens in other textures

#

Materials*

#

But only on the

#

Ones on the HDRP Sample Folder

#

Doesn't seem to happen on my own mats

waxen tartan
#

Hi, has someone an idea why I have this blue corners. They appear in the Headset and in Unity Editor when I load a Scene. I use the Oculus Runtime with a Quest 2. The black part is a black plane I put there so the user cant see the loading transition.

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
plssssss

humble sinew
#

Hi, I got VR Full Body working with Final IK, but I can't get collisions to properly work with it. Does anyone know how to get accurate collision detection with Final IK VR?

wooden garden
#

Same issue! I have been struggling with this for weeks now 😭

severe saffron
#

use collision layer matrix

#

you can then ignore the collisions simply by changing layers

#

alternatively you can use Physics.IgnoreCollision but that takes a lot more management

#

layers are much easier to implement

rapid loom
#

gun recoil?

torpid aspen
#

how do I enable 120hz on my quest app in unity?

dense roost
torpid aspen
#

Where do I put this in? Do I put in a new script?

#

@dense roost

torpid aspen
#

Any using tags? @dense roost

dense roost
torpid aspen
#

i dont think that works

dense roost
#

also, if u want 120fps u first have to enable 120fps on the quest2 itself

torpid aspen
#

ik

dense roost
#

Does anyone know how can I make application SpaceWarp work please? When I test it, the moving things look a bit glitchy, like everything is smooth except for the moving objects. Any idea please?

#

version 2021.3.0f1 btw

tiny niche
#

that's just how it works

elfin linden
#

I can’t pls my vr project

tiny niche
elfin linden
tiny niche
#

can you play any vr game on that machine?

elfin linden
tiny niche
#

but have you tried running a non-oculus game with it?

elfin linden
#

Like a unknown source

tiny niche
#

yea

elfin linden
#

Yes I have

tiny niche
#

then your machine should be all set, so you should just need to follow one of the many unityxr tutorials available exactly

tiny niche
#

which is?

elfin linden
# tiny niche which is?

When I tried to build my vr/3d project it’s says something about android snk or something like that and it says the snk is installed

tiny niche
#

well if it says its installed, i don't see the problem

elfin linden
#

I’m gonna show you when I get home anyways have a good night or day

elfin linden
dense roost
# tiny niche that's just how it works

Oh okay, sorry. I thought I had to do something to change that. But with spacewarp, when I grab an object and move, it like stays back one frame, and then moves to the position of the controller. Is that normal too?

tiny niche
#

are you parenting the object when you grab it? otherwise tracking wont be instant

dense roost
#

I'm using the grab interactable script

tiny niche
#

yea but the grab script in the xr toolkit has lots of settings

dense roost
tiny niche
#

you're gonna have to do some digging then to figure out what triggers the update position on the grabbed object and if it targets the correct coordinates

#

so you know if its updating incorrectly or moving to the wrong position

dense roost
#

the downside is that I don't really understand c# code, I use visual scripting because I'm kinda noobšŸ˜…

#

like, there's an option in some scripts to determinate the update method, but I can't seem to find any difference between those modes (update, fixed update, late update, manual)

tiny niche
dense roost
#

Yeah, but it still does the same with each mode, like, when I grab an object, it still doesn't move as it should

tiny niche
#

but does it move in the way you told it to move?

dense roost
#

No, I try to set it to update but still moves like in fixed update

tiny niche
#

yes but does the code execute in update?

#

you're just as likely to have not managed to change the update mode

#

@dense roost but seeing as you don't know c#, i'd just call it "close enough" until you do. You're simply gonna have to be able to read c# in order to figure out why things don't work

dense roost
#

Well, I'll try to open the code and find something that says "update" or something like that

#

well this is what I found

#

anyone knows what do I have to put in the velocitycalculator thing? Maybe that is causing the problems

dense roost
elfin linden
elfin linden
#

I’m not a pro

elfin linden
dense roost
elfin linden
#

Something like this? @dense roost

dense roost
#

Not rly, I kinda need the rigidbody, and idk if it's a velocity problem

#

lemme try to record the problem if I can

elfin linden
dense roost
#

And now is better. Take a look at this that sometimes happens, it is a lot worse

elfin linden
gilded zodiac
#

Hey

#

GM guys

#

Hows going?

#

I'm newbie in here

#

I'm trying to found a way to put unit wearables on altspaceVR world and it can be wearable

#

Anyone can help me with that?

dense roost
#

Okay help again please

#

How can I like, join 2 "one grab transform" in 1 object please

#

like, here I can only set 1

dense roost
#

Hey. Can anyone help me with another thing about oculus integration please? Ping me if you can please. Thanks

dense roost
#

Can anyone tell me how to use the one grab transform physics joint script for the oculus integration please?????

Can't find any information about it

#

Why do I have so many problems and no one can help me 😦 šŸ˜…

severe saffron
#

gotta learn the basics before you'll get much help

dense roost
#

I only added a grab interactable with a one grab rotation transform so I can rotate it in only one axis

severe saffron
#

ĀÆ_(惄)_/ĀÆ

#

yeah idk that result looks hilarious though

#

ship it

dense roost
#

wym "ship it"?

dense roost
#

like, what do I have to modify from here or from where

dense roost
#

Can anyone help me make a lever with oculus integration for a vehicle please? Thanks in advance

dense roost
tiny niche
#

you need a common root in order to do the calculations

dense roost
#

or at least a working lever inside a vehicle

tiny niche
#

sure, you just need to do a bit of linear algebra

dense roost
#

yeah, but I don't even know what I have to do for it to work

tiny niche
#

well think through the problem: your goal is to move your hand and have rotational tracking of something in a fixed position

#

so you need to figure out where on the wheel you grabbed it and then compare that to where your hands are now

#

and since you have 2 hands moving independently, you probably want to do the rotation calculation for both and split the difference

dense roost
#

and how do I know the position I grabbed the wheel from?

tiny niche
dense roost
#

as far as I know, valem has some great tutorials

dense roost
tiny niche
#

learn unity, c#, git and then vr

storm ether
#

Kk

tiny niche
dense roost
#

and do you know how can I get the hand pinch to use it with it?

tiny niche
#

pinch? you mean the grip trigger?

dense roost
#

no, like, hand tracking

#

that's the reason I'm using oculus integration and not unity XR

tiny niche
#

hand tracking has nothing to do with the grabbing system

#

but yes, you just use the same hand tracking api that the oculus grabbing system does

dense roost
#

okay I'll try to make something with it. Thanks

tiny niche
#

it's not gonna be good enough for a steering wheel though, since your fingers are pointing away from the cameras

dense roost
tiny niche
#

make it kinematic and it'll ignore external forces

dense roost
dense roost
tiny niche
dense roost
#

true

tiny niche
#

you can do forces manually, but if you want it to interact with a spring then you can't make it kinematic

dense roost
# dense roost true

well that's not the main problem now, so I guess I'll leave that for later

dense roost
tiny niche
dense roost
#

well as far as I've tested, it seems like it can detect the wheel grab pose

#

Now I'm gonna focus on the lever thing that seems more useful and I'll probably find some problems

dense roost
#

Like, yeah, it ignores external forces, but the ones I add via script are ignored too

tiny niche
dense roost
tiny niche
#

you can't

dense roost
#

...

#

I'm done

#

then idk, I'm lost rn

#

like, the oculus scripts are cool and all, but the only problem they have is that the origin is set to the position you grabbed it

#

If only there was a way of getting that origin and resetting it every frame

fiery coral
#

Hello I want to make a magic based game similar to blade and sorcery.I plan on using an oculus quest 2 with a oculus link cable. I have decided unity is the best engine due to its large commmuhity but I am wondering which version I should chose/does it matter my pc is currently at the geek squad so no rush in responding but I am extremely new and have no background in coding vfx or anything but it’s been my dream to make a magic vr game with physics and quality lighting and physics so I really need help on what I should watch to learn and what unity I should download to make my dream come true

outer cedar
# fiery coral Hello I want to make a magic based game similar to blade and sorcery.I plan on u...

imma be real with you man, before jumping into vr development, you should get some regular unity skills down first. I was in the same position you were a few months ago, i had a dope idea for a vr game, but vr development is HARD, like, a lot harder than most other types of game dev, just becuase of how new it is and how few resources there are compared to something like regular 2d or 3d game dev, which have been around for decades. what i would reccomend doing is following some online tutorials and making some microgames while you learn the workflow of the unity editor, as well as take some online C# courses. once you feel comfortable making simple 2d and 3d games, then you can start jumping into VR dev. trust me, starting small will make sure you dont get burned out, and hey, if making a vr game really is your passion, then you should have no problem taking the time to learn before actually dipping your feet into vr dev, because it is a whole different ballgame compared to regular dev, i learned from experience.

#

there is also another game that I have been following that pretty closely matches the description of the game you want to make, if you would like me to send you their way

fiery coral
elfin linden
#

I need help i tried to build and run my vr project but it just made these error

#

<@&502884371011731486>

urban cloak
elfin linden
#

Ok

elfin linden
#

Pls help I can run and build my project

dense roost
# elfin linden

when I last had the grade build error, all I did was just reinstall that version of unity with the android sdk things selected

#

Does anyone know how can I install the unity XR thing please?

#

I can't find it in the package manager

north path
#

What xr thing. Xr management? @dense roost

#

@elfin linden what unity version?
Did you follow the oculus development guide?

tired finch
#

hello guys , i have problem where pall unity vr games crash on start up

#

I just see the unity logo and it crashes without any message

#

I feel like i missing some app for running unity apps , like c++ or something

modest spindle
#

Is there a Way to disable XRig movement, and set it to 0,0,0 without offset to the camera ?

north path
north path
half zodiac
#

I need help

#

With fixing a problem with my project

urban cloak
half zodiac
#

Sweet

#

Yea I’ve been trying to create new project but then it tells me that unable to create

#

Which I don’t understand

#

im new to unity

potent edge
#

@half zodiac I would make sure that unity has rights to that directory. You might try a different folder that doesn't need special permissions.

half zodiac
potent edge
#

Are you trying to create the folder through unity or windows?

#

Go to your C drive and create a folder called Temp in the root. Then use that for Unity. Also make sure that you aren't out of space on your c drive.

#

Also try creating a different type of project with unity. It may be that you need to reinstall it because something else is going on.

half zodiac
#

unity

half zodiac
potent edge
#

go to your windows explorer and right click on your c drive

#

then click on properties and see how much free space you have

potent edge
#

10.6 gigs?

half zodiac
#

Yea

potent edge
#

close the hub and then run it again as administrator

half zodiac
half zodiac
potent edge
#

sorry can't right now. Did you try running as administrator and creating the project?

#

I think it could be a rights issue to the folder for unity

quasi spire
#

What algorithm may the machanical arm be used for grabbing a specific object in the specific position

muted laurel
#

Is StreamVR more simple to use for a 3d unity game than OpenXR?

crisp sapphire
#

Can someone help me with a unity issue? My school has a VR Elective and we have spent the year doing a unity VR course. We are trying to build all of the student projects onto one Quest 2 but we’re encountering some problems. We’ve built one project onto the headset but after that, our builds always fail. I’ve made sure that everyone’s projects has the proper export settings, so I’m not entirely sure what’s going on. I suspect that it isn’t working because all of the projects are under the same address (com.Unity.CreateWithVRRoom) when I realized this, I went into all the projects and changed the Player settings so that it should now say com.School.NameVRRoom but for some reason changing that hasn’t done anything, and it still shows up as the original address. Does anyone know what I should do? Thanks!

weak garnet
#

What error are you getting?

upbeat tendon
#

Hello, I am trying to use hinge joints in Unity, hdrp workflow, but can't get them work properly. They do rotate strangely, a bit off, freezing doesn't help, also tried custom script, but no success at all. Don't know if this is the right place to post, but seems like a good spot to start off.

crisp sapphire
# weak garnet What error are you getting?

It’s not giving me anything concrete, but when I tried to side load the app to a headset using side quest the error it gave me suggested that the issue was that the apps had the same address

dense roost
#

Hello. Does anyone know how can I know which controller actually grabber an object please? Using oculus integration, in case that info is useful

pine bison
#

uninstall the old version with ADB first @crisp sapphire

#

When you do install and override, you need to add an "-r" to the install command

spice sail
#

Anyone know why I get a grey screen when using post processing effects in single-pass instanced rendering

#

works perfectly fine in multi-pass

#

post process is set to render after transparency rendering

rapid loom
#

implementing gun recoil for unity xr?

severe saffron
#
rb.AddForce(gun.forward*-50f);//recoil lol
stoic storm
#

Hello, i am working on quest2, and i cant build because my .obb file size is over 2gb
I've read that we can have a 4gb obb, but i can't find where we can do that, any idea ?

raven bough
#

so im not moving the ray and it randomly passes though the collider

#

without detecting it

cloud herald
#

for some reason the vr in project just stopped working in the right eye everything just repeats infinitly and it is not tracking the controllers at all i do not know what to do

#

im using quest2

smoky phoenix
#

guys why does t say that i didnt import it as humanoid rig?

tropic garden
#

After importing the com.htc.vive.openxr 1.0.1 unity package, I'm getting errors when I build.
Failed to load 'UnityOpenXR' because one or more of its dependencies could not be loaded.
Am I missing something?

solar dune
#

how do I make a object spawn/respawn when I press a button?

tropic garden
#

I'm probably doing something wrong, but I can't get my InputActions Asset to register input for my VR device. If I add the same actions directly to the Tracked Pose Driver without a reference it works, but when I add it with a reference to the Input Action asset it doesn't work. I'm even calling Enable() on the input action asset, so I'm not sure what I'm doing wrong.

balmy burrow
#

alright so, this is a little odd, but, I'm trying to make a system where you can switch from normal mouse and keyboard input, to VR input

#

and that's all good and well

#

except I don't know if there is a way to turn off the rendering on the headset

#

when not using the VR controls

#

and if there is a way to stop it from lagging like hell when the headset turns off-

balmy burrow
#

turning the XROrigin off doesn't seem to do anything

tropic garden
balmy burrow
#

Yes

#

I found a way already

#

2 cameras, one renders to main screen and the other to vr, and I just turn it off when not using it

#

However it still lags awfully when the headset turns off

tropic garden
balmy burrow
#

Oh?

#

Lemme get on my pc

#

alright I'm here

#

ok but this doesn't initialize the controllers, meaning I can't quick switch easily

#

@tropic garden

balmy burrow
#

I did do that

#

oh

#

nvm

#

I did it wrong lol

tropic garden
#
IEnumerator StartXR()
{
    yield return XRGeneralSettings.Instance.Manager.InitializeLoader();
    if (XRGeneralSettings.Instance.Manager.activeLoader == null)
    {
        Debug.LogError("Initializing XR Failed. Check Editor or Player log for details.");
    }
    else
    {
        Debug.Log("Starting XR...");
        XRGeneralSettings.Instance.Manager.StartSubsystems();
        yield return null;
    }
}
 
void StopXR()
{
    if (XRGeneralSettings.Instance.Manager.isInitializationComplete)
    {
        XRGeneralSettings.Instance.Manager.StopSubsystems();
        Camera.main.ResetAspect();
        XRGeneralSettings.Instance.Manager.DeinitializeLoader();
    }
}
balmy burrow
#

this is the exact one I had

#

omg this fixed all the problems I had

#

thank you so much!

#

one more problem however

#

it does work

#

but I have no method of knowing

#

if the player is in vr or not

#

@tropic garden

#

(sorry for the pings)

#

is there some way to detect if the headset is on?

#

maybe an event that I can add a listener to?

tropic garden
#

I'm not sure if you can literally detect if the headset is on, but you could write something to detect if the headset or controllers are moving or not.

balmy burrow
#

I have that

#

but they're turned off

#

so like

#

I can't detect that-

#

XR is off, so are the controllers

tropic garden
#

I see, I doubt there is a way to do that when XR isn't initialized. I'm not entirely sure though.

balmy burrow
#

I found some stuff online

#
 
SubsystemManager.GetInstances<XRDisplaySubsystem>(displaySubsystems);
            foreach (var subsystem in displaySubsystems)
            {
             ...
            }```
tropic garden
#

I feel like it would be better from a UX standpoint to just have the user click a keyboard button to switch rather than detecting if the headset is in use or not.

balmy burrow
#

I see

#

I still want to see if it's possible tho

#

this maybe?

#

nope

#

I guess you're right, I guess I just have to use a button maybe

turbid bone
#

If you want to create a vr game, do you need a headset

#

sorry idk if this is right channel

#

if you do need a headset. What kind

tropic garden
turbid bone
#

ok what kind of headset

tropic garden
#

The quest 2 is pretty cheap

#

and decent

turbid bone
#

ok thanks a lot

dense roost
#

How can I know which controller actually grabbed an object please?

rapid loom
#

how do i use the multiple select mode? xr toolkit

rapid loom
#

i found this weird issue when using the multiple select mode for grab interactables, the rb gravity is turned off for some reason

#

when holding it with two hands and releasing it

dense roost
#

What is better to use, Vulkan or OpenGL please?

severe saffron
#

it depends

dense roost
severe saffron
#

I would wait for someone smarter than me like @wraith shale to answer that. šŸ˜›

#

from what Ive seen the vulkan stuff isn't ready for prime time

#

but Im targeting native quest

wraith shale
#

I'm not super experienced on this... I only use Vulkan with Quest 2 myself

#

if you target Quest, Vulkan makes a ton of sense because it supports many of the latest improvements there... and I don't even know if you can do things like FFR on OpenGL (haven't tested)

#

for me the main reason to use Vulkan is Application Space-Warp on Quest because it requires it.. and then you also get late latching support too

#

@severe saffron does FFR work on OpenGL?

#

with Unity that is

severe saffron
#

I use it with the oculus integration yeah

#

BiRP

wraith shale
#

ah cool... wonder if it works on URP too

severe saffron
#

I dont think it does out of the box

wraith shale
#

one thing you see people posting a lot about when using Vulkan with Quest is that their app just gets frozen and you see black screen on builds.. it's related to how URP does these buffers.. I think it's basically a combination of certain settings but in the nutshell the issue goes away if you don't have to use Opaque Texture from URP asset

severe saffron
#

yeah I had lots of issues with opaque texture better to disable it

#

but so many effects depend on it

wraith shale
#

my assumption is that this happens when you enable that texture but don't actually have extra blits enabled to allow it but haven't verified this

#

it would be quite handy to have yes.. but it's also extra cost

#

(to have extra blit and to sample that buffer too)

#

and Quest is so weak

#

I'd love to have refraction / distortion effect and that opaque texture would be so handy for that

severe saffron
#

yeah I find myself using unlit/simplified shaders for everything. Fullscreen standard shader +specular + reflections (default material) is enough to bring quest to its knees

#

I had a door yesterday and the fps would drop any time I got close enough to fill the screen

wraith shale
#

then add the fact that specular highlights look like garbage on stock URP at least when you do android builds

#

they really screwed up something by using lower precision math

#

what looks like this on PC

#

looks like this on android (even on editor when you swap to android setup)

#

just look at this šŸ˜„

severe saffron
#

holy cow

#

I noticed stuff like z sorting has less fidelity on android but I dont think Ive seen anything like that

#

how ugly!

rapid loom
#

i wonder how popular pcvr games like b&s transfer to the quest so well

#

the visuals is kind of identical, just there is no realtime shadows and higher resolution texutres

#

or any realtime lighting at all

dense roost
wraith shale
#

@dense roost you still need custom URP fork from Oculus to get the movecs in way they accept them

#

basically this means you are stuck on 2020.3 or 2021.2 (2021.3 works too but their branch isn't directly for it)

#

unless you are willing to port the changes yourself

#

it's just time consuming

dense roost
#

Can I just like implement those changes in my project or do I have to start a new one?

wraith shale
#

you can bring them to your existing project

#

just make sure you have version control or some kind of backup šŸ˜„

#

that should have all the steps mentioned

#

@rapid loom baked lights and simple shaders basically

dense roost
#

To add it to my project I just have to do this?

wraith shale
#

please no šŸ˜„

#

that won't work

dense roost
#

then how do I do it sorryšŸ˜…

#

Just download and drag?

wraith shale
#

that would be nope as well šŸ˜„

#

you need to use git client that supports git lfs to clone the repo yourself.. and then you can copy these packages from it to your own projects Packages folder... but I'd really recommend using official packages from Oculus

#

you can also ref the package folders manually from package manager to point to your local git clone

#

this isn't a trivial task to do today though.. whole app-sw

rapid loom
wraith shale
#

quest 2 is impressive but it's not really that close visually usually unless the PC version is super simple in graphics too šŸ™‚

#

stuff like superhot and like translate really well

rapid loom
#

i can't wait to play bonelab, because the comparisons looks good

wraith shale
#

that project uses a lot of 3rd party packages though so it may not be easiest to understand how it's hooked up

#

it also uses oculus customized URP, the wording of it using "custom render pipeline" is just straight up misleading

dense roost
#

Okay I'll try it. Thanks!

wraith shale
#

@rapid loom bonelab will be interesting for sure... but also hard to judge (the visuals) yet without game being officially out

rapid loom
#

yeah, atleast there are screenshots

#

instead of nothing

severe saffron
#

I think they actually need to cut more or figure something else out šŸ˜›

rapid loom
#

below 60 fps isn't really bad for me

#

i don't accept 20 fps in vr tho

severe saffron
#

anything below 70 and its like rubbing a cheese grater on my brain

#

I much prefer 90+ šŸ˜›

balmy burrow
#

is there any way

#

I can check using SteamVR

#

if the user is wearing the HMD

balmy burrow
#

please someone it's been hours I am desperate-

dense roost
#

Any known solution...?

wraith shale
#

use right versions

#

for editor and URP

dense roost
#

How do I know which version do I have to use?

wraith shale
#

matching pair

#

for the branch that oculus promotes on their guide you need 2020.3

#

also do note that this is very experimental even with the versions that these are designed to work with

dense roost
#

Okay thanks. As far as I know, that is used to reduce CPU usage, but what about GPU? Is there a way to reduce GPU usage? Because I can't get it under 78% all the time

wraith shale
#

@dense roost you literally render half of the frames with this tech so obviously it will have lower GPU load... but I'd suggest going with more traditional perf optimizations that are more mature.. this tech should be treated as experimental and your game graphics have to be designed around the limitations it brings... it's not something you just toggle on, forget about and have great experience

#

you use FFR yet?

dense roost
wraith shale
#

yeah you definitely shouldn't be messing around with application spacewarp then

#

do all the basic optimizations first

#

I'm assuming you are targeting quest now

dense roost
#

yes

wraith shale
#

so, basically no post processing at all, simple materials and so on

dense roost
#

still can't get to 90fps, and everything is set to static, light is baked

wraith shale
#

you have PP toggled off from camera / URP's renderer settings?

dense roost
#

lemme check

#

nope, it's on, but there's not a single pp volume

wraith shale
#

I didn't mean that at all

#

I meant PP settings on URP renderer asset

#

even if you have no volume on the level, URP still has tons of overhead for just having PostProcessing functionality enabled

#

or... are you using built-in renderer?

dense roost
#

I disabled it now. So better not use Spacewrap for now? Using URP

wraith shale
#

spacewarp is very niche tool that should be used with careful preparations so no.. .wouldn't suggest using it at all unless one understands all the side effects and risks involved

dense roost
#

Okay thanks. Any more tips about performance that I should know? GPU level is always at 4 and sometimes at 3 with just the ovrrig and a bank plane

wraith shale
#

did the PP disabling help?

#

there are bunch of tutorials online for optimizing your game for Quest, probably worth looking those up

dense roost
tiny niche
dense roost
tiny niche
balmy burrow
#

does anyone know how I could check when the headset is taken off?

#

I found some code online that does this

#

but it makes it so that XR fails to initialize-

tiny niche
#

i doubt the code you found works then

balmy burrow
#

it really has no reason not to work

#

I've used those functions before

#

it just takes in variables from a XR Input Device

#
using UnityEngine.XR.Management;

public class XRDevice
{
    private static InputDevice headDevice;
    public XRDevice()
    {
        if (headDevice == null)
        {
            headDevice = InputDevices.GetDeviceAtXRNode(XRNode.Head);
        }
    }

    /// <summary>
    /// returns true if the HMD is mounted on the users head. Returns false if the current headset does not support this feature or if the HMD is not mounted.
    /// </summary>
    /// <returns></returns>
    public static bool IsHMDMounted()
    {
        if (!XRGeneralSettings.Instance.Manager.isInitializationComplete)
            return false;

        if (headDevice == null || headDevice.isValid == false)
        {
            headDevice = InputDevices.GetDeviceAtXRNode(XRNode.Head);
        }
        if (headDevice != null)
        {
            bool presenceFeatureSupported = headDevice.TryGetFeatureValue(CommonUsages.userPresence, out bool userPresent);
            if (headDevice.isValid && presenceFeatureSupported)
            {
                return userPresent;
            }
            else
            {
                return false;
            }
        }
        else
        {
            return false;
        }
    }
}
#

why would this crash?

#

I just added a check for initialization check

dense roost
tiny niche
#

on quest i think you get a focus lost event, but i don't think theres a way to detect it on all headsets

balmy burrow
#

why-

#

it's such a common feature but literally no one has a solution

tiny niche
#

i've never seen it implemented

#

so i wouldn't call it common

balmy burrow
#

yeah I guess

tiny niche
#

UserPrecense feature might work on some devces, but you're also likely to have it trigger when the game loses focus as well

balmy burrow
#

yeah it does work

#

only at the start

#

then it just never resets to 0

tiny niche
#

that just means it detects if the headset is initialized or not

balmy burrow
#

omg

#

I did it

#

omg I f@#$ing did it

#
        {
            headDevice = InputDevices.GetDeviceAtXRNode(XRNode.Head);

            if (headDevice != null)
            {
                bool presenceFeatureSupported = headDevice.TryGetFeatureValue(CommonUsages.isTracked, out bool userPresent);
                if (presenceFeatureSupported)
                {
                    Debug.Log(string.Concat("Is being tracked: " + userPresent));
                }
            }
        }```
#

I changed it to checking if it's being tracked

tiny niche
#

like the rift and rift s

balmy burrow
#

it worked and now it doesn't anymore

#

wow

#

wooooow

balmy burrow
#

it works but some other stuff seems to be amiss in my code all of the sudden

#

like, XR not initializing anymore-

#

why-

dense roost
#

Is there anything similar to post processing that I can use for VR please?

tiny niche
#

and if you read up on what it is, you'd know why its slow and that there's no way something like it could be fast

night saffron
#

We have an Oculus 2 building app where the idea is you can walk around a building and mark the walls to build up a 3d approximation. It has passthrough enabled at all times so you can navigate. The major issue is the guardian cannot be removed unless you enable dev settings. Our best bet now seems to be to wait and see if there are any changes in the future. Has anyone heard of any news?

Alternatively, is there any other wireless headset we could move the project to that has passthrough and a guardian mode that can be disabled?

storm ether
#

can someone help me plz ? bc i am going to lose my mind, i tried literally everything to run VR on occlsquest on play mode instead of building the project over and over and over but it never works

tiny niche
#

but its going to black out if you go too far from the origin

#

it used to be possible to disable guardian without dev mode, but they removed it so it's probably never coming back

#

and marking walls by hand to create your own guardian system would never pass the store cert, so requiring dev mode is not really an issue

buoyant jolt
#

It needs to be VR capable

storm ether
buoyant jolt
#

Then the project needs to be configured right... Oculus Desktop installed. And Link mode enabled. I have a vive & Rift S on my main PC though so I don't usually use the quest for ad-hoc play mode testing.

#

And the computer needs to be a VR grade computer.

#

I.e. GTX 1060+, i5+, and the right kind of USB C port support.

storm ether
#

nah my PC dont even have GTX lol

buoyant jolt
#

When you build for the headset, it compiles an android APK just like it would for a phone - and it runs entirely on the headset.

When you run it in the editor, it needs to run as a Desktop VR headset, so the PC needs to be VR capable

#

And to be fair, I don't know if oculus has even documented any of that, not Unity. So it confuses a lot of devs new to VR.

storm ether
buoyant jolt
#

It's entirely possible that restriction isn't in place anymore too, our team is all i9s and 3080s and we use all kinds of headsets, so my knowledge is rusty on that part... But at the very least you'll need oculus desktop installed and happy with your headset with oculus link running.

buoyant jolt
#

I should also disclose we used OpenCV with the Real Sense though to map out the space better and only used it's lidar for movement detection and tracking of moving objects (i.e. other players). Scaling and world placement etc was all done through OpenCV and multiplayer server sync (photon).

#

Pico will let you write system level apps though, custom launchers, and override their SDK. So I'd be very surprised if you couldn't use it how you want to.

split forum
#

Do you need to worry about resizing your game to different screen resolutions or what not like you would a 2D/3D game in VR? Or is it a one size fits all type of scenario

dim geyser
#

Has anyone had any weird performance issues?

We're building a game on quest 2 standalone, and even in an empty scene, devoid of skybox and every single thing tuned efficiently, we're still hitting GPU and CPU levels of 4.

I'm talking literally a camera and uninitialized skybox. Urp 2021.3.4f1

< 5 batches
< 2 set pass calls

I'm pulling my hair out. Something has got to be broken

north path
north path
buoyant rampart
#

i need help learning the basics

#

of avatar creation on vrchat

#

i have a model and materials but dont understand how to work with them
i watched a video and it didnt really help D:

rapid loom
#

can anybody tell me how to use ffr on xr toolkit?

#

and should i use multiview or multipass?

dim geyser
dim geyser
balmy burrow
#

alright so, because I am using OpenXR, I can't check if the player has paused the game session and is looking at the SteamVR or Oculus Overlay

#

and the solution I came up with is to just check whenever the user presses the button on their controller to open the overlay

#

I check what OpenXR Runtime they have

#

so, let's say, SteamVR

north path
balmy burrow
#

I check if the Menu button on an Oculus controller is pressed, and after that to resume I just check to see if I get any input

#

however, that means I have to do all of that for every controller

#

what the heck do I do

#

should I just switch to OpenVR or what?

#

also SteamVR events also never get called so what the hell...

north path
#

@balmy burrowhttps://forum.unity.com/threads/using-openxr-how-do-you-check-if-the-oculus-steam-menu-is-open.1189177/

Already tried my first google search?

And OpenXR is the way to go for cross platform/cross HMD development right now, unless you need specific support from an API (such as knuckle controller per finger interactions)

balmy burrow
#

you see, my way of speaking is a little weird, so instead of searching "Check if Oculus/Steam menu is open" I searched "unity check for steamvr overlay"

#

lmao

north path
#

I used 'unity openxr check if menu has opened', which is your initial question

balmy burrow
#

yeah

#

the solution doesn't seem to work for anything besides Oculus tho

north path
#

Tried OnApplicationFocus and OnApplicationPause both?

balmy burrow
#

OnApplicationPause or OnApplicationFocus

#

I'll try them and see

north path
#

And SteamVR events might indeed not call if you dont have steamvr as backend. OpenXR might run in it's own enviornment for that (not sure tho on this one)

balmy burrow
#

I do use SteamVR as my OpenXR Runtime

#

I have it running all the time I use unity

#

it's initializing

#

but only if I use OpenVR Loader

#

which ruins my OpenXR scripts

#

so, yeah

north path
#

Yeah but in Unity I mean. Running it as OpenXR Runtime wont change it into a SteamVR game

balmy burrow
#

ah, I see

north path
#

If you want to use specific steamvr calls you might need to use steamvr

balmy burrow
#

I did implement everything as the documentation said

north path
#

But this is outside of my prior experience, so not fully sure

balmy burrow
#

it initialized and everything

#

but again, it didn't seem to fire any events

north path
#

Maybe make a forum post

balmy burrow
#

yeah I hope I won't need SteamVR anymore

north path
#

As long as you dont use any steamvr plugin features (as stated in openxr docs, not sure what the details are) you should be fine

balmy burrow
#

yeah

#

thanks for the help!

north path
#

No problemo :P

storm ether
#

do anyone knows what are these lines that show up at every edge in the game ? i tried rendering scale at 2 and those lines still there, i tried at 1 also still there, those lines make the player so dizzy and sick

balmy burrow
#

is there any way, I can get trackers, using OpenXR

#

do I really have to use the SteamVR plugin

#

and does that work with like

#

other platforms?

storm ether
balmy burrow
#

can I still publish on Quest 1 and 2, PSVR etc.?

green snow
balmy burrow
#

but can I get trackers?

#

using OpenXR?

#

I am constantly searching online but I can't find much

green snow
balmy burrow
#

apparently support is there-

#

uhh-

#

yyyyYYYYYEEEEESSSSSS

#

thank god

tiny niche
#

and you might have to disable the tracker feature on those stores

balmy burrow
#

yeah it's not required

tiny niche
balmy burrow
#

oh I see

azure sapphire
#

Hi. I’m WatchTower1992, known on VRChat as ShyPilots64.

#

I’m going to make a custom avatar for VRChat in Unity.

#

While I’m waiting for Unity to finish installing its editor, I’d like to ask an important question: do I need to use a VR headset in order to use VR hand controllers? Y/N

tiny niche
#

controllers don't track unless you're wearing the headset

azure sapphire
#

Oh—thanks!

#

Anyway, my VRChat account is linked to my Steam account, so I will have to use SteamVR, but if I wear my headset, then I can’t exactly see my monitor.

tiny niche
#

you won't be working in vr while making the character anyways

azure sapphire
#

I know. I meant after I make the character.

tiny niche
#

yea and at that point it works just like any other character

azure sapphire
#

How can I see my monitor if I’m wearing my headset, though?

tiny niche
#

you don't

azure sapphire
#

I’m a PC user.

tiny niche
#

and you shouldn't need to

#

you finish the creation process, test it outside vr and then you put on the headset

azure sapphire
#

How can I use SteamVR, then?

tiny niche
#

same way you've been using steamvr up until now

#

you launch the game and put the headset on your head

azure sapphire
#

OK. I’m sorry I wasted your time here, but my project is taking a long time to open.

#

I wonder what the cheapest headset on the market is that will work with SteamVR.

tiny niche
#

quest2

azure sapphire
#

Quest2? Really? I don’t want a Facebook account.

#

I know that Oculus Quest requires a Facebook account.

tiny niche
#

yea, that's the price for going cheap

azure sapphire
#

Let me get this straight: does the PC version of VRChat prohibit the hand and finger motions that Quest allows?

tiny niche
#

there are alternatives, but you'll be paying 10x the amount

#

probably not, but i suspect it doesn't support hand tracking

azure sapphire
#

Hand tracking? Is that what the hand and finger motion input is called?

terse thorn
#

I have tried to make an apk but it’s been detecting the current sdk tool version for an hour now, I have restarted my pc and unity, please help

tiny niche
azure sapphire
#

Is moving both hands of an avatar possible only with hand tracking?

tiny niche
#

no it can be done with controllers as well

azure sapphire
#

Well, for some weird reason, I can’t do that with my controller.

tiny niche
#

you've probably got a broken avatar then, but you're better served in a vrchat discord

azure sapphire
tiny niche
#

aka. broken avatar

tiny niche
azure sapphire
#

Well, Imma go find the official VRChat server.

#

Oh, wait—I can’t get in, because my phone number is locked.

azure sapphire
severe saffron
#

btw you can remove facebook from the q2, but it hurts the experience

#

but if thats the only reason you dont buy it welp

rapid loom
north path
rapid loom
#

do i need a script or something else?

north path
#

Yes

#

I sent you code

rapid loom
#

do i have to use "using Unity.XR.Oculus"?

#

question: does ffr appear in playmode?

balmy burrow
#

I am still struggling with detecting when the SteamVR Overlay is open

#

for Oculus, the OnApplicationPause() function works

#

from what I've heard at least

#

and if not, I know where to find another solution

#

but I can't seem to find anything for SteamVR

wraith shale
#

I'm bit puzzled... why are there so many VRChat modders here when there's dedicated VR chat modding discord already?

#

and I don't mean regular vrchat discord.. .they literally have one for modding separately

#

I'm kinda surprised that so many also find their way to this group instead of that one

balmy burrow
wraith shale
#

would assume there would be some getter for this on the XR plugin you use, which would be openvr or openxr for steamvr

balmy burrow
#

It supposedly only works for Oculus

balmy burrow
wraith shale
#

so which api you use now?

balmy burrow
#

Could you maybe help me with that? I suck at googling still šŸ’€

#

OpenXR

wraith shale
#

like mentioned before yesterday... you probably want something to find the focus state of the api

#

@balmy burrow^

balmy burrow
#

Oh I see

#

I will look into OpenXR Focus Management

wraith shale
#

that being said, I don't even know how many steamvr games actually pause the game when you have the overlay open

balmy burrow
#

Vrchat

#

You enter an idle animation

#

I want that too

wraith shale
#

oh some probably do... but like detecting if the player has headset on is the main thing people do afaik

#

and that has clear api on the input system

torn gulch
#

for UIs, do you always need to keep the UI game objects layer as "Default"?

balmy burrow
#

It took me 2 days

#

To figure out how to do it

#

And it only works on quest

wraith shale
#

huh... there isn't that user presence input?

torn gulch
#

when we change it to "UI" it kinda doubled when looking at the UI

balmy burrow
#

It only sets to 1 once and then never updates

wraith shale
#

sounds weird but then again, knowing how broken Unity's current XR system is... I don't really doubt anything

balmy burrow
#

The way I check is by getting the Head device and checking if (isTracked)

#

But again

#

I need the players to enter an idel state

#

And the only way I see currently

#

Is by detecting when the user presses the button for the overlay

wraith shale
balmy burrow
#

And then wait for controller input

#

As it does pause it

#

Yeah it does not

wraith shale
#

huh

balmy burrow
#

But that's not really needed anymore

wraith shale
#

yeah, just curious

balmy burrow
#

This would mean I have to constantly update for every controller

#

That is just

#

Not good

#

Or is there a button that all controllers share?

#

Like, a generic input type?

wraith shale
#

you can just poll for any input

#

which would vary depending on the input system

balmy burrow
#

I need to check when they pause

wraith shale
#

new input system supposedly has InputSystem.onAnyButtonPress

balmy burrow
#

Resuming is easy, since the controllers get input again

wraith shale
#

since 1.1 or something

balmy burrow
#

Every controller has different menu buttons

wraith shale
#

oh you mean that button

balmy burrow
#

Do they all share a Menu or Start button?

#

Yes

wraith shale
#

well.. you can't rely on that data alone

#

I mean, that would be super sketchy

balmy burrow
#

Everything is with xr ngl

wraith shale
#

what if the states get messed up and you then think there's overlay when user presses to get out of it

#

you def need to detect it better

balmy burrow
#

I know but

#

I really don't know how

#

SteamVR doesn't work with OpenXR

#

I can't find anything online

#

It has support, but then requires OpenVR anyway

#

Like

#

????

wraith shale
#

of course it does

balmy burrow
#

Yes but it requires to to have OpenVR enabled

#

For it to start

#

Which breaks everything

eternal bison
#

Not sure if this is the right channel! But I've got a query regarding OpenXR runtime support with Unity's OpenXR provider plugin!

As per the documentation site https://docs.unity3d.com/Packages/com.unity.xr.openxr@1.4/manual/project-configuration.html, Unity claims that the loader should work with any OpenXR conformant runtime. And indeed it works, at least for windows. But that's not the case with Android! Where I am using Monado runtime for my development, instead of Oculus. Can someone from Unity team confirm whether this should be possible?

Please find the android logcat text in the attachment (for reference). Note that I am able to test the runtime as well as the broker with hello_xr application from OpenXR.

wraith shale
#

@eternal bison I don't think Unity staff is actively monitoring this channel

#

if you feel like what you are seeing is a bug, you could try filing a bug report

#

or otherwise write about it on the forums

trim tangle
#

Hey so i know this is pretty basic but does anyone know how to make a simple volleyball in unity vr that will respond to having force added to it depending on the amount of strenght u applied basically just a normal volleyball normal rigidbody didt work for me

peak iris
#

Hey I know this is probably pretty easy. But I'm trying to make one of those gorilla tag clones for my first vr game (It was really easy.) but I need a hat system. Can anyone help?

sick creek
#

Hi, any one knows how to record oculus controllers in unity

tiny niche
tiny niche
eternal bison
tiny niche
#

ok, so is the monado runtime compatible with the openxr version you're using?

eternal bison
#

Also, I've made the post on Unity forum re this yesterday, but it hasn't been made public yet. Stuck in "Awaiting moderation before being displayed publicly." No idea what that's about!

tiny niche
#

just a dumb keyword filter trying to detect inappropriate content

eternal bison
#

I see... probably something from log dump.

modest spindle
#

Is there any way to display a dev app in Quest apps as a normal app (and not in uknown sources) without uploading it on store ?

timid bobcat
#

What VR Toolkits do you guys use/recommend?
I need something for Drawers, Doors, and a Boardgame where stones can be moved on the 2D plane.

modest spindle
timid bobcat
#

I also tried VRTK v4, but wasn't able to get it running on both Index and Quest, after 3 days.

pine bison
timid bobcat
storm ether
#

i have a question, how can a game like half life alyx have dynamic real time lighting and such a good graphics in VR ? i thought using real time lighting in a VR game is impossible or too expensive so how do even do this, and also how do they have such a huge world that run smoothly on VR, for example, Quest 2 has max number of triangles per frame as 200k max, so how is ir possible to have such a detailed environment with less then 200k triangles per frame, like how

#

i literally has one sense that is a single room only, the lights are baked completely, the number of triangles is like 200k per frame, draw calls are like 90, and can't even get 60 fps on quest 2

#

i really dont understand

#

is unity not optimized for VR games or something? high detailed VR games like half life alyx

pine bison
#

My first question is why are you comparing Half Life Alyx to a Quest 2 game @storm ether

#

They are literally on opposite ends of the spectrum in terms of processing power

storm ether
#

i thought quest 2 is relativity is a high performance VR set

pine bison
#

If you have a look at the Quest store, look at what the best games there look like. that's what a Quest 2 can be pushed to do

#

Look at Vader Immortal and arizona sunshine

#

Quest 2 is still running on a mobile chip. It's good for standalone VR, but that has a ton of limitations

storm ether
#

oh wow lol

pine bison
#

These are the recommended specs for HL:A

storm ether
#

so its just that quest 2 is a weak VR set lol

pine bison
#

Correct

storm ether
#

lol thanks

pine bison
#

But you can do great things with it, just with a lot of limitations

storm ether
#

biggest problem i have is that i am trying to achieve high detailed environment

#

which clearly not possible on quest 2

pine bison
#

Of course it is, you just have to optimize

storm ether
#

i guess

crude stream
#

Hi everyone, don't know why my message has not been sent

#

I have a migration problem with an old Unity project

#

This concerns the "XRDevice.model" directly. It was used to create a UserAgent for the API calls

#

Now migrating to 2021 LTS, XRDevice.model no more exists, do someone faced the same problem ?

#

I'm not able to find any solution on the web

#

Thank you in advance

peak iris
#

Does anyone know how to make a hat system for a locomotion based game?

worthy steppe
#

Does anyone know a good way to track down why my quest 2 app wont launch (seems to reset the headset)

ive tried logcat with search filters (always either too much to narrow it down)
ive tried oculus log gatherer (cant figure out where to look for crash reasons)

hearty iron
# storm ether biggest problem i have is that i am trying to achieve high detailed environment

We do a few things to get good perf on the quest. 1st lower the triangles as much as possible. We manually cut away hidden faces that are not vissible. 2nd Reduce shadow casting lights to one or two. Everything is baked. If you need realtime shadows use mixed lights with a shadowmask. 3rd Texture altasing. We try to get the entire environment per level in one or two 8k atlases that use the same shader varient and let the srp batcher do its thing. 4th Post processing is very very expensive on the quest. At most we just use tonemapping and nothing else. Bloom is faked with emmisive camera facing quads. 5th use URP. 6th anything more than 3 skinned meshes in screen need to be remade with baked vertex animations instead. 7th We dynamicly scale the render res up and down depending in the last 3 frame costs. If the last 3 frames were costly we drop res to 75% and msaa off for a few frames.

tiny niche
#

detailed dynamic stuff is where it gets tough, so keep the environment static and baked

#

and design your gameplay around making it easy on the renderer

storm ether
hearty iron
storm ether
hearty iron
#

Because for some reason it did not work in vr

storm ether
#

interesting, i am knew to VR developing tbh

storm ether
hearty iron
storm ether
#

thank you !

hearty iron
#

@storm ether please dont dm me

storm ether
#

sorry lol

#

if u can share the compositor_frametiming script too plz

hearty iron
#

Thats from SteamVR you wont be using it on the Quest. You will need to get your frame timings in a different way

timid bobcat
north path
tiny niche
timid bobcat
#

sadly there are no example scenes, with all kinds of interactable stuff

#

similar to what the old VRTK used to have

tiny niche
#

check out the escape room tutorial

buoyant jolt
#

We have our own internal ones, but XR Interaction Framework is a good start

fast spindle
#

Anyone else have issues with the controllers not tracking (moving from their origin) when using OpenXR, XR Interaction Toolkit (2.0.2), and Oculus Integration (40.0) in an 2021.3.4f21 project?
https://forum.unity.com/threads/openxr-controller-transform-not-working.1287269/
https://forum.unity.com/threads/controllers-not-tracking-moving-from-origin-openxr-interaction-toolkit-2-0-2-oculus-integration.1296171/

normal stratus
#

i need help, i have a package downloaded and im trying to import it but it says redownload and when i press import it makes the windows sound and dosent do anything

cloud otter
#

Hi, can anyone help direct me where I need to go for the best information on setting up multiplayer servers etc. in Unity, for people to interact with each other.

gilded wyvern
#

I have a question - I'd like to do something like grabbing from a pocket and creating a new item. Like pulling mags from pouches. How might this be achieved?

#

I was thinking that it grabs the item in/from the pouch and then creates a new one, maybe?

gilded wyvern
#

That way it can read input from the input actions that OXR and the toolkit use, and can read input from Oculus which iirc, uses the old input system

#

Make sure that your position input is turned on too

tiny niche
#

could also shrink the original to 0% scale and lerp it back to 100%

gilded wyvern
#

I'm doing it with the XR interaction toolkit. Or will do at least. Have you played or seen Aim XR? in that, you grab the mag from the holder and then it spawns a new one after a second or two

tiny niche
#

to make it seem like it disappeared and a new one came into existence

tiny niche
gilded wyvern
#

I won't use socket interactors for them. I found that socket interactors are, frankly, crap

#

I'd just spawn them in the transform, have a custom interactor on the magazine that only works on direct interactors and then have a component for magazines that handles the attachment to guns

#

It might not be the most efficient but there's no plan to make this networked

fast spindle
normal stratus
#

why is my oculus playmode not working

normal stratus
#

non of this really helped

bleak cloak
#

using xr, how would i delay the movement of the hand prefab?

#

like, perhaps 0.1 second delay or sum

gilded wyvern
#

I let Unity enable the backends when it

tiny niche
#

that said, i've used weighted averages over 3-5 samples to almost completely eliminate jitter without introducing significant delay in the movement

normal stratus
#

when i go to test my game i do ctrl p and my oculus acts like its loading into a game but my unity doesnt budge and i dont wanna restart

#

does anyone know what to do to fix this

dense roost
tiny niche
# normal stratus does anyone know what to do to fix this

first you gotta localize the issue. So make sure your changes are checked into source control, then delete the entire project and make a new one and make sure that works on your quest. Then you revert a few of the diffs at a time, until the issue comes back

#

and then you just do a diff between that and the working copy, drilling down until you find what you did wrong

tawny steeple
#

Does anyone know how to implement basic hand grab with the Oculus sdk? they changed the InputOVR in the latest version

devout cosmos
#

could someone help me use the VR player with normcore

cloud otter
bleak cloak
#

I've been trying to figure this out but I can't seem to do it

#

how would I grow/shrink the player to a default height?

#

in easier words, if I had a 6 foot tall character, how would I make the player's pov 6 feet tall?

tiny niche
#

same setting you use for sims

#

but people will feel like they're standing in the air

#

either that or you re-scale the visual world, including the characters to match the player's height

#

then people will feel like they're just bigger

gilded wyvern
#

If you choose floor, then it gets the HMD's height from the floor you set from your playspace

dense roost
#

I need some help please

#

Why I can't move the player even though I have the character controller and the ovr player controller script please

#

with oculus integration

dense roost
#

like, I think I kinda found the problem

tiny niche
#

i am

dense roost
#

I need to get the "Interaction OVR Camera Rig" script not detected when another script is trying to get all the "OVR Camera Rig" in children

tiny niche
#

you identify the failing line, then reconfigure the setup until it uses the correct path

dense roost
tiny niche
#

depends on which if is taking the wrong path

dense roost
#

I mean, it is just getting what its in its children

tiny niche
#

you can't expect to fix issues without reading code and debugging

#

if its not finding the rig at all, then you should just start over and set up a new scene

#

and follow the manual

dense roost
#

it seems to try to get all the ovrcamerarigs, and if it finds more than 1, it gets the warning and doesn't continue

tiny niche
#

the debugger is not attached in your screenshot

#

attach it so we know its the correct line

dense roost
tiny niche
dense roost
#

and what is that exactly for? Like, I just need to know why when I add the "interaction OVR Camera Rig" script to it (because i need it for the input ovr), it just detects it as another ovr camera rig thing and so detects it as if there was more than one. Sorry if I'm doing something wrong that is very stupid

tiny niche
#

but long story short: it tells you what your program is actually doing and when its doing it

dense roost
#

So it will tell me why it is detecting the interaction OVR camera rig script...?

tiny niche
#

yes

dense roost
# tiny niche yes

is it normal that it is taking a bit too long to enter playmode...?šŸ˜…

tiny niche
#

depends

dense roost
#

lol...

dense roost
# tiny niche depends

it's been almost an hour. Should I just stop? Maybe it just broke something and won't load

buoyant jolt
#

You are using a ...0f1. that will be one buggy as hell version of Unity.

#

But yeah something is wrong if pressing Play takes 60mins

#

Lots of reasons that may happen though

tiny niche
#

and you gotta keep updating unity when working on vr projects. version locking at the start of the project is not viable

dense roost
#

what version should I chose then? The latest LTS or just the latest available?

modern tangle
dense roost
#

well I guess it's not gonna load. Bye bye small progress, hello task manager

austere mango
#

Hello folks, hope everyone is doing well, I am trying to do a texture blending on a reflection probe. I managed to make it work using a Render Texture, I call ReflectionProbe.BlendCubemap, pass my render texture and assign it to the "bakedTexture" of my probe. It works on the editor, but not on the build. I am building for the Quest 2, is that the proper way to do it? Would appreciate if anyone could give some insight on that.

tiny niche
austere mango
#

They are baked, but I have a day cycle kind of thing on my app. As the skybox textures changes, I need to also update the reflection texture.

#

Essentially it is a texture interpolation.

#

I guess it has some GPU impact, but I believe blending between textures is still cheaper than enabling realtime reflections. I have 3 textures, one for each day cycle and then I blend between them.

buoyant jolt
#

I'm pretty sure it will be (more optimal). I haven't tried it, but it seems like a smart way to go about it.

austere mango
#

@buoyant jolt Yes, except it doesn't work on the build :(. Everything else does, except the reflections, for some reason it simply doesn't load.

bright pasture
#

Im trying to set up a project for quest 2 standalone, im following a tutorial and it shows a android tab in the xr managment that i dont have

#

How can i get that tab?

distant chasm
#

anyone could help me with this one?

buoyant jolt
buoyant jolt
# bright pasture

Check if the hub if you installed the Android runtime with your Unity version

wild remnant
#

Hello everyone, I'm currently working on slideshow XR application.
I have a problem with slides not being readable enough. I've tried messing around with sprite and canvas renderer options but no luck :/
I've also tried high-res, low-res. Is there any way to make text readable in googles without changing size?

#

With mipmaps enabled, the text is blurry, without it, text is "blinking"

buoyant jolt
#

I don't know what that (blinking) means, but text on a UI in an image on XR is going to be getting scaled constantly and will probably be blurry

#

You need a much higher resolution image though, 500x290 pixels for an image with that small of text is not good

#

That base image should be 1920x1080 at a minimum

#

After that the mipmaps will be constantly scaling it down and making it blurry, so definitely agreed you'll need to deal with that next

wild remnant
#

yes, I've tried this, but at 1920x1080 the text seems to be squished and unreadable

wild remnant
buoyant jolt
#

In VR, a person could walk up 2 inches from the screen

#

Then it is getting drastically scaled up

wild remnant
#

the problem is, that this is supposed to be readable distance

buoyant jolt
#

It would take a good 30mins to go through the limitations, advantages, and best practices of text in VR... But you seem to have an idea of what you expect, and I don't want to distract, so I'll withdraw from the conversation. Hopefully you get it working how you want...

severe saffron
#

Trilinear and high res usually looks good

#

That text looks pretty small tho

#

It's not a complex scene you could probably upscale 1.3x

#

Get some AA

fleet pagoda
#

hello, im currently having many issues regarding the download of openxr. whatever directory or project i make where i go in the package manager and install the openxr plugin, i get hundreds of errors in that regard.

they're all similar to this:
error CS0246: The type or namespace name 'XrSpaceLocationFlags' could not be found (are you missing a using directive or an assembly reference?)

fleet pagoda
#

im in the process of reinstalling the install of that unity version and i will update onto that

pure smelt
fleet pagoda
#

other packages like terraintools have been causing this issue

pure smelt
#

have you tried assets -> reimport all?

#

sometimes the manifest can be corrupted if something wonky happens. reimporting assets regenerates the manifest and dependencies

fleet pagoda
#

@pure smelt puts me into safe mode as im re-importing.

#

the issues are still existing after

#

Script 'Packages/com.unity.xr.openxr/Runtime/Features/Interactions/KHRSimpleControllerProfile.cs' will not be compiled because it exists outside the Assets folder and does not to belong to any assembly definition file. UnityEditor.Scripting.ScriptCompilation.EditorCompilationInterface:CompileScripts (UnityEditor.Scripting.ScriptCompilation.EditorScriptCompilationOptions,UnityEditor.BuildTargetGroup,UnityEditor.BuildTarget,int,string[])

#

thats a yellow warning i also had

pure smelt
#

you're SURE you just added openxr through the package manager?

#

like 1000% you'd bet the life of your family on it

#

because it's very rare that the package manager just decides to install a package in the wrong place

#

and by very rare i mean it's not really possible

fleet pagoda
pure smelt
#

sure. start a new project, open the package manager, install it and show me the error

fleet pagoda
#

ill do it with a few screenshots

#

this is the setting im making my project with

#

fresh project

#

@pure smelt does me not having legit windows affect any of this

pure smelt
#

lol i'm not sure

fleet pagoda
#

hopefully not

#

that's a 200 dollar issue if so

#

so i click this guy

pure smelt
#

you're skipping the package manager step?

fleet pagoda
#

let me go get it there rq

#

pressing install

#

my unity has reopened the project on its own

pure smelt
#

which version of unity is this btw

#

2022?

fleet pagoda
#

2021.3

#

for some reason it worked here

pure smelt
#

whyyyy do you have a different version of the openxr plugin

#

hmm

fleet pagoda
pure smelt
#

it's a christmas miracle!

fleet pagoda
#

wait

#

this cant be for real hold on

#

let me re-open the project

#

might fuck up then

#

had that happen to me

#

just worked i guess

#

that is odd considering for how long this has been happening

dense roost
#

help with that please

#

I don't know how to "enable" position and/or rotation action

#

where do I enable that

gilded wyvern
#

You need to enable the input actions in a script before they can be used

#

I believe (although i'm not 100% sure) there may be a script that enables input an input action map

dense roost
gilded wyvern
#

Maybe? I'm not all too clued up on the action based controllers

dense roost
#

btw, is it normal that with oculus integration I literally get half the fps that I get with UnityXR?

wraith shale
#

that question makes no sense

#

@dense roost

#

oculus integration uses Unity's xr system

dense roost
wraith shale
#

doesn't sound normal then

pine bison
#

Maybe you have two cameras active

dense roost
wraith shale
#

have you tested this with some oculus shipped example scenes?

dense roost
#

but anyway, I'm just gonna use the XR origin thing instead of the oculus integration because I just couldn't manage to make anything work properly with it

dense roost
#

XR origin gave better performance

wraith shale
#

like.. on unmodified oculus sample scenes?

#

they should just work

dense roost
#

like, those worked, but performance was not as good as with just the XR origin

wraith shale
#

how can you tell it's performing worse?

dense roost
#

by checking GPU usage

wraith shale
#

that tells very little

dense roost
#

oculus was always at +90% usage, and XR origin was a 60-70

wraith shale
#

are you talking now about windows builds or native quest builds?

dense roost
#

native quest

wraith shale
#

oculus samples ship with oculus manager that can change your device settings to target different fps etc

#

meaning you might actually be running at higher framerate with oculus samples

#

are you using ovr metrics tool to check the usage?

dense roost
#

both test were at 90fps

wraith shale
#

and on both tests the cpu and gpu levels are at same values?

#

by levels I don't mean the usage

dense roost
#

with oculus integration it was 4 and with XR was 3 and sometimes 4

wraith shale
#

you can force these levels for benchmarking too to get more easily comparable results

#

anyway, it's probably not the change from the rig itself but from the oculus manager settings rather

dense roost
#

I don't know what I could change from the oculus manager settings

wraith shale
#

there's plenty of things on oculus manager that could impact the perf ...like hand tracking settings

#

it might actually force the higher precision hand tracking on etc

#

(on stock settings)

dense roost
#

but shouldn't that affect CPU, not GPU?

wraith shale
#

I don't really know how much these are connected.. just saying there can be plenty of settings that get set with oculus manager by default that don't get set without it

dense roost
#

oh okay

#

well I'll try out the XR origin for now, and see how it performs under stress

rocky owl
#

Why wont my oculus quest 2 controllers work in Unity? Like whenever i play a scene, I cant see the controllers, they dont track, like they havent been added, the red pointing line also doesnt move to my controllers

buoyant jolt
#

It sounds like a missed setting in the XR plugin to add controllers

bleak cloak
#

how would I get an object's owner? like the player who has picked it up

timber wraith
#

Hello,
Is there a clean way to attach different objects to an XR Socket Interactor in different orientations?
I'd imagining a solution similar to how each object has its own grab interaction attach point.

For example, a handgun socket would attach in its centre, but a sword would attach closer to it's handle.

tepid onyx
#

Someone know how to simulate controller's battery discharge? I using OVR Manager for Oculus Quest and I have a bug what show only if battery is discharged. If I take the battery off, everything works correctly.

  1. If I take off the battery and take in, the controller works correctly.
  2. If the battery is discharged (the controller stops works) and I change the battery, controller doesn't works.
    Probably there is some callback (idk)
small shell
#

Does anyone know what is the most effective way to add recoil to a weapon in steam vr?

#

I already tried to add force directly to the weapon but the hand rejects it. And I also tried it with my hand and nothing. Someone help me ?

#

And I have the weapon in advanced estimated speed

#

And by the way, does anyone know what antialiasing to put so that it goes smoothly and well?

buoyant jolt
#

Re: recoil, vibrate controller, animate away from target, slowly move it back to target. Don't actually parent it to the hands - create an alias (follower) that you can override.

small shell
#

I didn't understand very well

buoyant jolt
#

No problem, you want the player to get a vibration effect to know a recoil is happening, so I'd vibrate the controller.

Then, knowing that the controller should never be moved against their will, you need the recoil applied to the gun. One good way (in my opinion) is to create an object that can follow the controller, but stop following and do something else anytime. It also helps you when you switch VR frameworks down the road (separating your logic from the VR). I call the follower an alias, but it's basically an independent game object trying to follow the controller.

From there, the moment a shot is fired, you can tilt the child of the alias (the gun) away from the target, and lerp it back to its original firing position. That causes that jerk effect followed by slowly bringing the gun back to its sights.

By doing it this way, you can decouple the models of the game from the VR, so you can reuse it later in other ways (web support, mobile support, desktop non VR, etc) and not interfere with the VR framework

steel solar
#

im trying to make a game and i have made a tiny map but when i plug my headset into my pc and tap play it doesnt show in my headset i have an oculus quest 2

deep temple
#

@steel solar I feel like you need to post more information, what kind of headset, are there any errors, any other information you can think of. More people will be willing to help

steel solar
daring pecan
#

Hi, is there a way to make one eye of the VR headset see black? Sort of like an eye patch effect?

steel solar
steel solar
daring pecan
#

Going to check it out, thanks

split forum
#

does anyone happen know why my VR game goes to like 5 FPS sometimes, I didn't have this issue before, but now whenever I run a game its like 5 FPS and there's black on the sides whenever you move your head even on a fresh new project with nothing in it

fleet rampart
#

does anyone know how to properly use the Hexa4Rig from hurricaneVR cause none of the inputs work and im using OpenXR and i tried both versions of the rig and even tried to put the inputs in a input manager and i still got nothing

foggy prism
#

so if i want to make a game with unity on vr, but dont want to use oculus link. can i just build it into android and install the apk app in oculus?

pine bison
#

Yes, but if you're new to VR development it's a big hassle to not be able to test quickly

foggy prism
#

im am testing quickly, so dont worry

pine bison
#

Testing quickly by pressing play in editor, I mean. Basically while you're troubleshooting it will take a few minutes each time you need to test it

buoyant jolt
buoyant jolt
broken elm
#

Has someone use the OVR hand grab interactable? I'm trying to implementate a specific rotation movement but the hand grab interactable moves the object, is it possible to let the objects stay in the same place when using an interactable?

small shell
#

Hi, I'm on steam vr and I've made a script to be able to hold the weapon with 2 hands but I don't know why the weapon starts to move by itself and jump and when you have it in your hands it starts to vibrate

buoyant jolt
#

Yeah I can't read that.

uncut hedge
#

Is UGS able to support a leaderboard?

uncut hedge
marsh crest
#

hi, im new to vr development and i dont really know how to make a vr interactable system

#

i dont need too much, just holding and throwing and just basic movement

#

and maybe sword physics, as in detecting force and doing stuff after detection

cerulean gale
#

I was looking at the documentation for XR and I followed the instructions for the rig and such but I cannot seem to get the controller tracking to work. I see in the input debug menu I see what I believe are my controllers under unsupported. I am using the Oculus Rift cv1.

split forum
#

How do I fix an issue when trying to give 1 object both a grab interactable and simple interactable - it says a collider used by an interactable object is already registered and I can only have one of those at a time?

stoic storm
#

Hello, any AvPro user here ?
I've got an issue, in the editor everything work, but in the build, my 360 videos are in two parts (i don't do the export myself)
Any idea of what it can be ? (working on occulus quest 2

pine bison