#š„½āvirtual-reality
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What shaders are used?
What headset?
Any special graphical features used or is it default? @strange jolt
Set the quality to High, Oculus Quest 2 (Single Pass), I don't get what you mean by shaders
only changed these
On the material of the object that turns green
What material/shader is on it
And which unity version?
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
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.
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
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?
Same issue! I have been struggling with this for weeks now š
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
gun recoil?
how do I enable 120hz on my quest app in unity?
OVRPlugin.systemDisplayFrequency = 120.0f;
yeah
Any using tags? @dense roost
Idk, I just found it in here: https://developer.oculus.com/documentation/unity/unity-set-disp-freq/
Describes methods to allow Oculus Quest and Quest 2 apps to run at display refresh rates other than the default 72 Hz.
i dont think that works
well, I did it with visual scripting and it works
also, if u want 120fps u first have to enable 120fps on the quest2 itself
ik
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
that's just how it works
I canāt pls my vr project
you're missing the important part of the sentence
I meant I canāt play my 3d/vr project
can you play any vr game on that machine?
Yes I have a oculusās and it connect to my computer fine
but have you tried running a non-oculus game with it?
Wdym?
Like a unknown source
yea
Yes I have
then your machine should be all set, so you should just need to follow one of the many unityxr tutorials available exactly
Tysm btw one more problem
which is?
When I tried to build my vr/3d project itās says something about android snk or something like that and it says the snk is installed
well if it says its installed, i don't see the problem
Iām gonna show you when I get home anyways have a good night or day
And you was good help
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?
that sounds like potentially an object tracking issue
are you parenting the object when you grab it? otherwise tracking wont be instant
I'm using the grab interactable script
yea but the grab script in the xr toolkit has lots of settings
grab interactable, from oculus integration
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
the downside is that I don't really understand c# code, I use visual scripting because I'm kinda noobš
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)
update happens every frame, late update happens every frame but is executed last and fixed update executes on a fixed interval so some frames have none and some have multiple
Yeah, but it still does the same with each mode, like, when I grab an object, it still doesn't move as it should
but does it move in the way you told it to move?
No, I try to set it to update but still moves like in fixed update
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
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
Hey what you making š
just trying to solve the problem where I can't grab things without them jittering
Try making the hands empty object
Maybe that will work
Sorry if it doesnāt
Iām not a pro
I think there could be a tut for it
wym making the hands empty object?
Nevermind that Iām gonna see if there is a easy tutorial for you or any answers from unity
Something like this? @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
Never did anything like this
And now is better. Take a look at this that sometimes happens, it is a lot worse
Canāt help I need BIG Smarts on unity
Ok
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?
Okay help again please
How can I like, join 2 "one grab transform" in 1 object please
like, here I can only set 1
Hey. Can anyone help me with another thing about oculus integration please? Ping me if you can please. Thanks
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 š¦ š
gotta learn the basics before you'll get much help
I mean, the basics I think I kinda have them, but I just find a lot of problems and 0 solutions
Like, look at this steering wheel. Why does it do that?
I only added a grab interactable with a one grab rotation transform so I can rotate it in only one axis
wym "ship it"?
Do you happen to know how can I make that one grab rotate transformer as local rotation instead of world rotation? I don't know c#, I use visual scripting because I'm still kinda new into coding
like, what do I have to modify from here or from where
Can anyone help me make a lever with oculus integration for a vehicle please? Thanks in advance
Like, I need the lever not to be affected by external forces please
you can't, since the steering wheel is in a separate hierarchy from the hands
you need a common root in order to do the calculations
then is there a way to make a steering wheel with oculus integration...? Because all I find is problems and more problems š¦
or at least a working lever inside a vehicle
sure, you just need to do a bit of linear algebra
yeah, but I don't even know what I have to do for it to work
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
and how do I know the position I grabbed the wheel from?
well you know the hand position and you know the radius, rotation and position of the steering wheel
as far as I know, valem has some great tutorials
so like, you are telling me to create like a custom grabbing system
learn unity, c#, git and then vr
Kk
yes, since you have specific requirements for a steering wheel and it needs to be precise
and do you know how can I get the hand pinch to use it with it?
pinch? you mean the grip trigger?
no, like, hand tracking
that's the reason I'm using oculus integration and not unity XR
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
okay I'll try to make something with it. Thanks
it's not gonna be good enough for a steering wheel though, since your fingers are pointing away from the cameras
and about this do you know anything please? Or it's just impossible t fix?
make it kinematic and it'll ignore external forces
well I would use the pose recorder to make it more realistic
but I need it to interact with a spring, that's the problem. Or I can just add forces manually?
what i mean is the back of your hands obscure your fingers, so the quest 2 wont know if you're gripping or releasing the wheel
true
you can do forces manually, but if you want it to interact with a spring then you can't make it kinematic
well that's not the main problem now, so I guess I'll leave that for later
then I might just add forces and that's it
you want to start by focusing on the problems that seem potentially impossible to solve, so you can fail fast and work around them
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
Okay I tried to apply forces with a script and it being kinematic means it doesn't move :/
Like, yeah, it ignores external forces, but the ones I add via script are ignored too
that's because they're also external forces
and how do I add "internal" forces
you can't
...
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
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 itās 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
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
Sure please let me know Iām really interested in a magic based combat sandbox where the coolest moves are either effective or the most effective move to do when attack by say a energy beam
I need help i tried to build and run my vr project but it just made these error
<@&502884371011731486>
@elfin linden Don't ping people, or roles, of people who aren't in conversation with you. #šācode-of-conduct.
Ok
Pls help I can run and build my project
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
What xr thing. Xr management? @dense roost
@elfin linden what unity version?
Did you follow the oculus development guide?
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
Is there a Way to disable XRig movement, and set it to 0,0,0 without offset to the camera ?
how do i check
Idk which you installed and how you srt up the project?
- Yes, just disable the components for movement
- What do you mean?
Feel free to ask a question then, and if anyone can help, they will.
Sweet
Yea Iāve been trying to create new project but then it tells me that unable to create
Which I donāt understand
im new to unity
@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.
i try creating a new folder and its still not letting me
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.
unity
How can I delete the app completely from my computer like i want to renew it like it was working before but now it doesnāt want too
go to your windows explorer and right click on your c drive
then click on properties and see how much free space you have
I got 10.6
10.6 gigs?
Yea
close the hub and then run it again as administrator
Is there away I can join you in a call to be able to explain myself correctly
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
What algorithm may the machanical arm be used for grabbing a specific object in the specific position
Is StreamVR more simple to use for a 3d unity game than OpenXR?
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 weāre encountering some problems. Weāve built one project onto the headset but after that, our builds always fail. Iāve made sure that everyoneās projects has the proper export settings, so Iām not entirely sure whatās going on. I suspect that it isnāt 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 hasnāt done anything, and it still shows up as the original address. Does anyone know what I should do? Thanks!
What error are you getting?
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.
Itās 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
Hello. Does anyone know how can I know which controller actually grabber an object please? Using oculus integration, in case that info is useful
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
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
implementing gun recoil for unity xr?
rb.AddForce(gun.forward*-50f);//recoil lol
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 ?
Peeps, any idea why this could be happening?
https://gfycat.com/sociablepotablefairybluebird
so im not moving the ray and it randomly passes though the collider
without detecting it
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
guys why does t say that i didnt import it as humanoid rig?
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?
how do I make a object spawn/respawn when I press a button?
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.
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-
turning the XROrigin off doesn't seem to do anything
Are you using OpenXR?
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
There is an option in the OpenXR settings that Initializes it on start, you can turn that off and then manually initialize it and de-initialize it through script.
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
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();
}
}
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?
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.
I have that
but they're turned off
so like
I can't detect that-
XR is off, so are the controllers
I see, I doubt there is a way to do that when XR isn't initialized. I'm not entirely sure though.
I found some stuff online
SubsystemManager.GetInstances<XRDisplaySubsystem>(displaySubsystems);
foreach (var subsystem in displaySubsystems)
{
...
}```
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.
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
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
I would say yes, going to be pretty difficult to design for. Also depends if you are developing solo or part of a team. If part of a team, depends on your role
ok what kind of headset
ok thanks a lot
How can I know which controller actually grabbed an object please?
how do i use the multiple select mode? xr toolkit
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
What is better to use, Vulkan or OpenGL please?
it depends
on what
I would wait for someone smarter than me like @wraith shale to answer that. š
from what Ive seen the vulkan stuff isn't ready for prime time
but Im targeting native quest
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
ah cool... wonder if it works on URP too
I dont think it does out of the box
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
yeah I had lots of issues with opaque texture better to disable it
but so many effects depend on it
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
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
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 š
holy cow
I noticed stuff like z sorting has less fidelity on android but I dont think Ive seen anything like that
how ugly!
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
Application Space-Wrap requires something to change? Or just open a default URP project and enable it?
@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
which I have some experience about :/ https://github.com/0lento/Graphics/branches/all?query=app-spacewarp
it's just time consuming
Can I just like implement those changes in my project or do I have to start a new one?
you can bring them to your existing project
just make sure you have version control or some kind of backup š
that should have all the steps mentioned
@rapid loom baked lights and simple shaders basically
To add it to my project I just have to do this?
that would be nope as well š
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
i know, but the fact that it can run and look almost as good as the pc version, is amazing
quest 2 is impressive but it's not really that close visually usually unless the PC version is super simple in graphics too š
stuff like superhot and like translate really well
i can't wait to play bonelab, because the comparisons looks good
@dense roostI guess easiest way to just test it would be to try it on something like this https://github.com/nukadelic/unity-application-spacewarp
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
Okay I'll try it. Thanks!
@rapid loom bonelab will be interesting for sure... but also hard to judge (the visuals) yet without game being officially out
I get pretty poor performance in B&S on quest 2. The visuals are certainly dumbed down but I see it dip below 60fps often thanks to ovr metrics
I think they actually need to cut more or figure something else out š
anything below 70 and its like rubbing a cheese grater on my brain
I much prefer 90+ š
please someone it's been hours I am desperate-
Okay I tried installing that but I might have done something wrong because this is probably not normal at all
Any known solution...?
How do I know which version do I have to use?
matching pair
for 2021.3 your best chances are with this branch https://github.com/Oculus-VR/Unity-Graphics/tree/2021.2/oculus-appsw-particles
or https://github.com/Oculus-VR/Unity-Graphics/tree/2021.2/oculus-app-spacewarp which doesn't have particle fix yet
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
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
@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?
I don't even know what that isš , so probably not
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
yes
so, basically no post processing at all, simple materials and so on
still can't get to 90fps, and everything is set to static, light is baked
you have PP toggled off from camera / URP's renderer settings?
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?
I disabled it now. So better not use Spacewrap for now? Using URP
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
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
did the PP disabling help?
there are bunch of tutorials online for optimizing your game for Quest, probably worth looking those up
well, I get around 87fps now, and GPU usage is at 98% most of the time, so it did something
ovr rig, blank plane and an otherwise empty project? otherwise you might have junk running that you're unaware of
Everything else is disabled in the scene
check the profiler, you might think its disabled when it actually isn't
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-
i doubt the code you found works then
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
which code? I ended up disabling Space Wrap becuse it was broken
on quest i think you get a focus lost event, but i don't think theres a way to detect it on all headsets
yeah I guess
UserPrecense feature might work on some devces, but you're also likely to have it trigger when the game loses focus as well
that just means it detects if the headset is initialized or not
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
some headsets are tracked while not being worn as well
like the rift and rift s
it works but some other stuff seems to be amiss in my code all of the sudden
like, XR not initializing anymore-
why-
Is there anything similar to post processing that I can use for VR please?
you can use post-processing in vr, its just really inefficient
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
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?
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
you can disable guardian in dev settings on your phone
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
What kind of computer (brand, cpu & GPU) are you using?
It needs to be VR capable
its just a random capable i have, i am able to build the porject to VR but i unable to run it in play mode
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.
nah my PC dont even have GTX lol
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.
3 weeks and cant get it to work tbh
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.
We built custom faceplaces for the quest and mounted Intel realsense cameras to them for warehouse scale VR and object detection. It was back in the late Quest 1 early Quest 2 days though, so hoping there is a better way. I highly suspect the Pico 3 would be a better choice for this now though.
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.
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
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
Unity uses internal scaling instead of relying on pixel count, so it should work across all headsets (that are supported code wise)
What graphics API?
Is fps still good if you lower the cpu and gpu level?
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:
can anybody tell me how to use ffr on xr toolkit?
and should i use multiview or multipass?
We've tried both gles3 and vulkan, same š¦
I'll try manually lowering it and see what happens, thx for suggestion
Multiview is the better one, it's like single pass instanced
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
Utils.SetFoveationLevel(int level)
And as said above use multiview
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...
@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)
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
I used 'unity openxr check if menu has opened', which is your initial question
Tried OnApplicationFocus and OnApplicationPause both?
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)
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
Yeah but in Unity I mean. Running it as OpenXR Runtime wont change it into a SteamVR game
ah, I see
If you want to use specific steamvr calls you might need to use steamvr
I did implement everything as the documentation said
But this is outside of my prior experience, so not fully sure
Maybe make a forum post
yeah I hope I won't need SteamVR anymore
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
No problemo :P
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
anti aliasing maybe?
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?
anti aliasing at max
can I still publish on Quest 1 and 2, PSVR etc.?
think so
but can I get trackers?
using OpenXR?
I am constantly searching online but I can't find much
its possible i think
apparently support is there-
uhh-
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 ...
yyyyYYYYYEEEEESSSSSS
thank god
you can, as long as the trackers are not required to make the game work
and you might have to disable the tracker feature on those stores
yeah it's not required
wdym?
you remove the thing that uses the vive trackers when publishing to those stores
oh I see
Hi. Iām WatchTower1992, known on VRChat as ShyPilots64.
Iām going to make a custom avatar for VRChat in Unity.
While Iām waiting for Unity to finish installing its editor, Iād like to ask an important question: do I need to use a VR headset in order to use VR hand controllers? Y/N
yes
controllers don't track unless you're wearing the headset
Ohāthanks!
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 canāt exactly see my monitor.
you won't be working in vr while making the character anyways
I know. I meant after I make the character.
yea and at that point it works just like any other character
How can I see my monitor if Iām wearing my headset, though?
you don't
Iām a PC user.
and you shouldn't need to
you finish the creation process, test it outside vr and then you put on the headset
How can I use SteamVR, then?
same way you've been using steamvr up until now
you launch the game and put the headset on your head
OK. Iām 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.
quest2
Quest2? Really? I donāt want a Facebook account.
I know that Oculus Quest requires a Facebook account.
yea, that's the price for going cheap
Let me get this straight: does the PC version of VRChat prohibit the hand and finger motions that Quest allows?
there are alternatives, but you'll be paying 10x the amount
probably not, but i suspect it doesn't support hand tracking
Hand tracking? Is that what the hand and finger motion input is called?
I have tried to make an apk but itās been detecting the current sdk tool version for an hour now, I have restarted my pc and unity, please help
its what the cameras do to detect gestures
Is moving both hands of an avatar possible only with hand tracking?
no it can be done with controllers as well
Well, for some weird reason, I canāt do that with my controller.
you've probably got a broken avatar then, but you're better served in a vrchat discord
Or maybe the avatar doesnāt support two-handed control.
aka. broken avatar
reinstall the sdk and possibly unity
Well, Imma go find the official VRChat server.
Oh, waitāI canāt get in, because my phone number is locked.
Iām already in the official one, and as I already mentioned, my phone number is on timeout.
btw you can remove facebook from the q2, but it hurts the experience
but if thats the only reason you dont buy it welp
i meant where to do it
In a script?
do i need a script or something else?
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
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
Yeah lol
Can anyone help me with this
did you try this on steamvr?
would assume there would be some getter for this on the XR plugin you use, which would be openvr or openxr for steamvr
Yeah I can't find anything online...
so which api you use now?
like mentioned before yesterday... you probably want something to find the focus state of the api
you've probably seen this thread? https://forum.unity.com/threads/how-do-you-implement-openxr-focus-management-in-unity-2020.1117141/
@balmy burrow^
that being said, I don't even know how many steamvr games actually pause the game when you have the overlay open
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
for UIs, do you always need to keep the UI game objects layer as "Default"?
No, it does not
It took me 2 days
To figure out how to do it
And it only works on quest
huh... there isn't that user presence input?
when we change it to "UI" it kinda doubled when looking at the UI
It only sets to 1 once and then never updates
sounds weird but then again, knowing how broken Unity's current XR system is... I don't really doubt anything
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
so you mean userPresence from this doesn't work right for you? https://docs.unity3d.com/Manual/xr_input.html
huh
But that's not really needed anymore
yeah, just curious
So this
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?
I need to check when they pause
new input system supposedly has InputSystem.onAnyButtonPress
Resuming is easy, since the controllers get input again
since 1.1 or something
This is the issue
Every controller has different menu buttons
oh you mean that button
Everything is with xr ngl
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
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
????
Yes but it requires to to have OpenVR enabled
For it to start
Which breaks everything
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.
@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
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
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?
Hi, any one knows how to record oculus controllers in unity
is that runtime even compatible with the quest though?
and how would you measure strength? just break it down into values you can measure and an algorithm you can implement
Nope (AFAIK). I am trying it with regular android device... kind of cardboard VR experience
ok, so is the monado runtime compatible with the openxr version you're using?
Yup, I was able to use in other android test applications. Apparently Unity doesn't support generic OpenXR loader on android and has some dirty links to oculus XR for android. So I am currently exploring writing my own custom loader for it.
It's a shame for Unity!
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!
just a dumb keyword filter trying to detect inappropriate content
I see... probably something from log dump.
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 ?
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.
I have been using HurricaneVR for a long time and I am very satisfied with it.
I don't know. I didn't like the grab handleing in the tutorial.
I also tried VRTK v4, but wasn't able to get it running on both Index and Quest, after 3 days.
Using OpenXR? We have steam and oculus running in parallel but I haven't tried the Index
With it. And without, just using SteamVR and Oculus Integration. Never works with both.
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
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
i thought quest 2 is relativity is a high performance VR set
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
oh wow lol
These are the recommended specs for HL:A
so its just that quest 2 is a weak VR set lol
Correct
lol thanks
But you can do great things with it, just with a lot of limitations
biggest problem i have is that i am trying to achieve high detailed environment
which clearly not possible on quest 2
Of course it is, you just have to optimize
i guess
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
Does anyone know how to make a hat system for a locomotion based game?
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)
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.
quite doable, just make sure you bake everything
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
i have 2 question, how do scale render resolution dynamically?
If you wait like 2 hours I can share our script or a version of it.https://docs.unity3d.com/Manual/DynamicResolution.html
yes please i would love that and it would help me alot
But instead of that we directly change the render scale on the urp asset https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@10.1/manual/universalrp-asset.html
Because for some reason it did not work in vr
interesting, i am knew to VR developing tbh
thanks for the tips they are really helpful!
@storm ether https://gist.github.com/Kulgann/c55616e3c61bc2c819dbae758505ecb4 here is the script. Its not clean and Im providing it as is since I dont have to support you on using it. Gl&hf
thank you !
@storm ether please dont dm me
Thats from SteamVR you wont be using it on the Quest. You will need to get your frame timings in a different way
ANY other VR Toolkits you guys use?
I love VR Interaction Framework myself
Use it for all my projects
I think XR Interaction Framework is the best free one if you want to make a scalable project
xr interaction toolkit should work just fine for that
sadly there are no example scenes, with all kinds of interactable stuff
similar to what the old VRTK used to have
eh, there's an entire game sample for it
check out the escape room tutorial
We have our own internal ones, but XR Interaction Framework is a good start
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/
I'm new to Unity and OpenXR and I'm working on a architecture project for my company. Everything was running fine until I imported Oculus integration...
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
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.
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?
I haven't gotten OXR and Oculus to work together but my guess would be making sure that in your settings, you have your input backend set to BOTH
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
smarter way to do it is to just detect an intersection with the item in the pouch and spawn that item in your hand if the trigger is pressed
could also shrink the original to 0% scale and lerp it back to 100%
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
to make it seem like it disappeared and a new one came into existence
yea but you don't want to be walking around with pockets full of active interactibles unless you absolutely have to
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
I let Unity enable the backends when it asked and all the interaction seemed to be working well until I installed the Oculus Integration package.
why is my oculus playmode not working
non of this really helped
using xr, how would i delay the movement of the hand prefab?
like, perhaps 0.1 second delay or sum
So your hand moves after your controller moves?
you'd likely have to handle that yourself
I let Unity enable the backends when it
i wouldn't
that said, i've used weighted averages over 3-5 samples to almost completely eliminate jitter without introducing significant delay in the movement
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
do you have application spacewrap (Vulkan) enabled in the project settings? If so, disable it
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
Does anyone know how to implement basic hand grab with the Oculus sdk? they changed the InputOVR in the latest version
could someone help me use the VR player with normcore
thanks
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?
use eye-based tracking instead of floorbased
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
If you choose floor, then it gets the HMD's height from the floor you set from your playspace
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
take a look at the debugger
can you help me please?
like, I think I kinda found the problem
i am
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
you identify the failing line, then reconfigure the setup until it uses the correct path
yeah but how do I even reconfigure that
depends on which if is taking the wrong path
I mean, it is just getting what its in its children
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
it seems to try to get all the ovrcamerarigs, and if it finds more than 1, it gets the warning and doesn't continue
it does find the rig
the debugger is not attached in your screenshot
attach it so we know its the correct line
What do you mean with the debugger? The console?
https://docs.microsoft.com/en-us/visualstudio/debugger/debugger-feature-tour?view=vs-2022 its the most important tool you have
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
if you read the link you'd know how it works, what its for and why its so important that you use it
but long story short: it tells you what your program is actually doing and when its doing it
So it will tell me why it is detecting the interaction OVR camera rig script...?
yes
is it normal that it is taking a bit too long to enter playmode...?š
depends
lol...
it's been almost an hour. Should I just stop? Maybe it just broke something and won't load
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
yea it should not take more than 30 seconds on a decent pc, unless you're stuck on a breakpoint or managed to launch a dialog in the background
and you gotta keep updating unity when working on vr projects. version locking at the start of the project is not viable
what version should I chose then? The latest LTS or just the latest available?
Latest LTS is 2021.3.4f1, upgrading from 2021.3.0f1 is highly recommended in my opinion.
well I guess it's not gonna load. Bye bye small progress, hello task manager
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.
if you're gonna prebake the probe contents then you might as well do that during the build process
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.
Here
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.
@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.
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?
anyone could help me with this one?
What issue are you seeing? This is just a log message, it's pretty clear what it is recommending and why.
Check if the hub if you installed the Android runtime with your Unity version
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"
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
yes, I've tried this, but at 1920x1080 the text seems to be squished and unreadable
like if unity scales it down anyway
In VR, a person could walk up 2 inches from the screen
Then it is getting drastically scaled up
the problem is, that this is supposed to be readable distance
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...
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
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?)
im in the process of reinstalling the install of that unity version and i will update onto that
did you add openxr via the package manager or just drag and drop it into your project
i got it through the package manager. i have also attempted using the project settings to get it in
other packages like terraintools have been causing this issue
have you tried assets -> reimport all?
sometimes the manifest can be corrupted if something wonky happens. reimporting assets regenerates the manifest and dependencies
i will do that give me a sec
@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
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
if you want i can record a video of me doing it
sure. start a new project, open the package manager, install it and show me the error
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
lol i'm not sure
let me go get it there rq
pressing install
my unity has reopened the project on its own
good question mate
it's a christmas miracle!
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
help with that please
I don't know how to "enable" position and/or rotation action
where do I enable that
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
I enables all of those, and now it seems to be kinda working. Is that it?
Maybe? I'm not all too clued up on the action based controllers
btw, is it normal that with oculus integration I literally get half the fps that I get with UnityXR?
that question makes no sense
@dense roost
oculus integration uses Unity's xr system
I mean, like using the xr origin thing instead of the ovr rig
doesn't sound normal then
Maybe you have two cameras active
I only had the center eye camera enabled
have you tested this with some oculus shipped example scenes?
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
yeah, and same results
XR origin gave better performance
like, those worked, but performance was not as good as with just the XR origin
how can you tell it's performing worse?
by checking GPU usage
that tells very little
oculus was always at +90% usage, and XR origin was a 60-70
are you talking now about windows builds or native quest builds?
native quest
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?
both test were at 90fps
yes
and on both tests the cpu and gpu levels are at same values?
by levels I don't mean the usage
with oculus integration it was 4 and with XR was 3 and sometimes 4
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
I don't know what I could change from the oculus manager settings
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)
but shouldn't that affect CPU, not GPU?
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
oh okay
well I'll try out the XR origin for now, and see how it performs under stress
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
It sounds like a missed setting in the XR plugin to add controllers
how would I get an object's owner? like the player who has picked it up
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.
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.
- If I take off the battery and take in, the controller works correctly.
- If the battery is discharged (the controller stops works) and I change the battery, controller doesn't works.
Probably there is some callback (idk)
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?
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.
I didn't understand very well
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
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
@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
i dont know of any othe rproblems except it says reload script assemblies when i try to load it
Hi, is there a way to make one eye of the VR headset see black? Sort of like an eye patch effect?
yes there is idk how to if you watch one of his tutorial videos on how to make a vr game
who do you mean?
sorry its from another server but the video is how to make VR games in 2022 made by justin p barnett
Going to check it out, thanks
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
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
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?
Yes, but if you're new to VR development it's a big hassle to not be able to test quickly
im am testing quickly, so dont worry
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
The blackbars just happen from bad performance. You need to do a profiler or monitor the headset to see why it is slowing down, but it is either your code, the environment, or some plugins you added.
Yup, I do this in some of our youth teaching camps, where they give the kids MacBooks for VR development. It works but only really if you know what you are doing and working on simpler projects. It's a start at least though
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?
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
Yeah I can't read that.
Is UGS able to support a leaderboard?
just do a wireless link. It's much faster to test directly with the editor and you are able to debug much better as well since you can change values in the editor while its running...
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
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.
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?
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
Sounds like you need to change one of these