I do have one complaint about your videos. I noticed that there are other tutorials on RUclips with less content and more views. I think more people should see your videos. Thank you for all your help, it has made a difference for me. Edit: clarifying what I was saying.
Thanks for the awesome Tutorials! you are quickly becoming one of my favorite XR RUclipsrs. I would love a video on Doors drawers and levers! but either way thanks for the hard work!
You Sir, are my new hero! Your tutorials are crystal clear and your personality is radiant! I love hanging hours with You and I am learning like crazy. I will be a patreon from now on, not to get code (i like to write myself as i learn better that way), but to support your fantastic work in this channel! Thank You so much!
This is fantastic, the clarity of your tutorials are second to none. I had hit a real wall in understanding with some other tutorial makers, but after finding this channel I started making progress again. I've decided to sign up for the Patreon as of tomorrow, thankyou for the hard work and please keep making these videos
Great tutorial, love your videos Daniel! Hopefully you will get some more viewers/subscribers/patreons once the Meta year of 2022 kicks off and more people wanna learn this stuff!
Thanks for this, helped a tonne. I'm just wondering, how would you go about making items being able to stack up on each other? Our game is a survival/horror game and we want players able to put more than one of the same item into a hotbar, which is a sphere socket interactor. Our game takes heavy inspiration from "A Township Tale" if you're familiar.
Hey Daniel, maybe you can give me a hint... first thanks for your Work, you helped me learn alot already. Maybe I missed it in one of you Videos, but how can I transform the Game Object inserted in the socket to scale the sphere? (Learing to make a Inventory System and every inserted Item should have the same Size. Sadly every Tutorial skips that part -.- Oh and I just got another Question: is it possible to set the Socket to only allow a specific hand? In example: I want to grab my Inventory in Backpack Form over my right shoulder, but grab two different swords over my left shoulder. And it should not be random what weapon I get, right should grab (and insert) only from (to) right slot. As a complete beginner Unity is so confusing... especially learning it via youtube. So many changes, you watch a guide, write a script and later you learn its already a core function xD I hope its the same for these functions, I am a little scared of scripts xD
Very nice. But I guess creating a new layer for every socketable is perhaps not the best way? Likely a better solution is to create a component that inherits XR Socket Interactor, add a new public parameter where you can set some kind of tag or even which specific object can be socketed and override a function inside there for checking if the object being socketed has the same tag or the correct object.
I tried using tag in my code for this, (like : if (collider.tag == "sword" {do smtg} ) but it didnt work TT. So what if i want to check layer instead of tag? I actually tried it too but somehow its not working?
Is there a way when activating an event, the socket interactor locks, and you cant take the object out, but is still snapped into place. Until, the event is deactivated (e.g. button, lever)
hey man. awesome work. Is there a way to make the sockets "swappable" as in, if the player decides an object is in the wrong place, they can remove it and change location? For some reason, my sockets are locking the objects until replaced with another-- I cannot remove it once "locked.'" thoughts?
Hi- yeah, you could use the events on the xr socket interactor script. create a script that has a public method that you can access through the XR Socket interaction scripts events. this method could then control a bool property.
Hello, your videos are so helpful for my project! However, I do have one question. After the game object snap into place, how can i make the game object stay in place? (meaning not able to grab or move it after snapping in place).
I have the same problem, after I place the object I want it to freeze in place. I used different methods, like interactionManager.UnregisterInteractable, XRGrabInteractable.enabled = false but the object will just fall.
Hi Daniel. I am a new VR developer. Do I have a situation where I can only open apps I developed in VR without uploading them to the store, and "except those from unknown sources (without developer apk)"? For example, you did business with a company. You will deliver 10 VR Headset, they all have the same application. Is there a workspace that only employees of that company will see without installing apps(App Lab etc)? (for Oculus Quest-2)
Hello! Having trouble with my attach transform on my grabbable object - I can't have an attach transform on my socket interactor without messing up the attach transform on my grab interactable... Thanks in advance, love the channel!
Sorry Daniel just seen this.. I found it a little fidley sometimes with the attach transforms. Its worth taking a look at the 3D models pivot point and making sure its not weird ;)
Hi, yeah I am sure they can. I've been working on some dials that have to know what controller (interactor) is grabbing them. So yes I am almost sure you can. Good question! I am planning on doing a video to showcase making an escape room style game in VR, so I will see about getting this topic into that video.
My layer masks are not working. That socket is setup to only except objects on the layer "bolt", however I am able to drop object from any layer. Any thoughts?
You guys having any problem with the socket interactor only working once, when the game starts, and only if there is an initial object to attach to? After that, it just won't attach anymore :(
What if you want only a certain object to fit into the snapzone. I think it's gonna be a bitch if you're making a game and need to make a new layer for every snapable object. Until now I've only found pretty difficult scripts for it.
The best channel to learn Unity XR development. Period!
Thanks Fabiano! that's very kind
Thank you. You saved my college project!
I do have one complaint about your videos. I noticed that there are other tutorials on RUclips with less content and more views. I think more people should see your videos. Thank you for all your help, it has made a difference for me.
Edit: clarifying what I was saying.
Thanks Benjamin! glad it helped you out.
this is great, this dude is chill too
Thanks Jack!
Thanks for the awesome Tutorials! you are quickly becoming one of my favorite XR RUclipsrs. I would love a video on Doors drawers and levers! but either way thanks for the hard work!
Thanks Saint43x!
Great tutorial! Super useful
Thanks Justin!
You Sir, are my new hero! Your tutorials are crystal clear and your personality is radiant! I love hanging hours with You and I am learning like crazy. I will be a patreon from now on, not to get code (i like to write myself as i learn better that way), but to support your fantastic work in this channel! Thank You so much!
Thanks Marcus! glad you are finding the content useful :)
This is fantastic, the clarity of your tutorials are second to none. I had hit a real wall in understanding with some other tutorial makers, but after finding this channel I started making progress again. I've decided to sign up for the Patreon as of tomorrow, thankyou for the hard work and please keep making these videos
Brilliant tutorial, helped me so much in my project.
Hi Sabir! Glad it helped :)
Luv that Highlander bit :-P Great tutorial once again. Thx.
Great stuff. BTW would love to see a xr interactive Whiteboard with markers. Multiplayer
PUN2? would be extremely useful...😎
Will be great to see Pun2 with Asymmetrical unity vr games. One player in VR, another on the PC, same game
Great tutorial, love your videos Daniel! Hopefully you will get some more viewers/subscribers/patreons once the Meta year of 2022 kicks off and more people wanna learn this stuff!
You bloody star mate. Subscribed.
Thanks for this, helped a tonne. I'm just wondering, how would you go about making items being able to stack up on each other? Our game is a survival/horror game and we want players able to put more than one of the same item into a hotbar, which is a sphere socket interactor. Our game takes heavy inspiration from "A Township Tale" if you're familiar.
Hey Daniel, maybe you can give me a hint... first thanks for your Work, you helped me learn alot already. Maybe I missed it in one of you Videos, but how can I transform the Game Object inserted in the socket to scale the sphere? (Learing to make a Inventory System and every inserted Item should have the same Size. Sadly every Tutorial skips that part -.-
Oh and I just got another Question: is it possible to set the Socket to only allow a specific hand? In example: I want to grab my Inventory in Backpack Form over my right shoulder, but grab two different swords over my left shoulder. And it should not be random what weapon I get, right should grab (and insert) only from (to) right slot.
As a complete beginner Unity is so confusing... especially learning it via youtube. So many changes, you watch a guide, write a script and later you learn its already a core function xD I hope its the same for these functions, I am a little scared of scripts xD
The Excalibur :)
Very nice. But I guess creating a new layer for every socketable is perhaps not the best way? Likely a better solution is to create a component that inherits XR Socket Interactor, add a new public parameter where you can set some kind of tag or even which specific object can be socketed and override a function inside there for checking if the object being socketed has the same tag or the correct object.
I tried using tag in my code for this, (like : if (collider.tag == "sword" {do smtg} ) but it didnt work TT. So what if i want to check layer instead of tag? I actually tried it too but somehow its not working?
Is there a way when activating an event, the socket interactor locks, and you cant take the object out, but is still snapped into place. Until, the event is deactivated (e.g. button, lever)
I am actually looking into this at the moment for another game I am working on.. I'll keep you updated.!
I actually have this problem :)) end my suffering please, I just want to take it back from the snap zone and I can't
hey man. awesome work. Is there a way to make the sockets "swappable" as in, if the player decides an object is in the wrong place, they can remove it and change location? For some reason, my sockets are locking the objects until replaced with another-- I cannot remove it once "locked.'" thoughts?
Is it also possible to use these for an AR-Project?
Also great tutorial.
Hey man! I keep having problems with mine: it does stick to it but it just keeps the rotation that i enter the socket with. How can I fix that?
could some one teach me how can do put item in the slot and showing item 2d image ?
Is there a way to make a socket send out a bool when an object is attached to it? For example, when socket has attachment set bool to true
Hi- yeah, you could use the events on the xr socket interactor script. create a script that has a public method that you can access through the XR Socket interaction scripts events. this method could then control a bool property.
Hello, your videos are so helpful for my project! However, I do have one question. After the game object snap into place, how can i make the game object stay in place? (meaning not able to grab or move it after snapping in place).
Hi WT Lee, you could use the events for when its snapped to turn off the XR grab interactable on the object
@@UnityVR Hello i've tried it but it does not work, but just to confirm, its: XRGrabInteractable.enabled (unticked)?
I have the same problem, after I place the object I want it to freeze in place. I used different methods, like interactionManager.UnregisterInteractable, XRGrabInteractable.enabled = false but the object will just fall.
@@UnityVR Hi, I have this problem, I can't take back items from the snap zone. What should I check for ?
Hi Daniel. I am a new VR developer. Do I have a situation where I can only open apps I developed in VR without uploading them to the store, and "except those from unknown sources (without developer apk)"? For example, you did business with a company. You will deliver 10 VR Headset, they all have the same application. Is there a workspace that only employees of that company will see without installing apps(App Lab etc)? (for Oculus Quest-2)
Hello! Having trouble with my attach transform on my grabbable object - I can't have an attach transform on my socket interactor without messing up the attach transform on my grab interactable... Thanks in advance, love the channel!
Sorry Daniel just seen this.. I found it a little fidley sometimes with the attach transforms. Its worth taking a look at the 3D models pivot point and making sure its not weird ;)
Can the XR Socket Interactors capture component data of the objects that snap into them?
Hi, yeah I am sure they can. I've been working on some dials that have to know what controller (interactor) is grabbing them. So yes I am almost sure you can. Good question! I am planning on doing a video to showcase making an escape room style game in VR, so I will see about getting this topic into that video.
@@UnityVR Thank you, can't wait!
My layer masks are not working. That socket is setup to only except objects on the layer "bolt", however I am able to drop object from any layer. Any thoughts?
Hi William! sorry to hear its not working. The socket and the grabbable will both have to be on the bolts layer.. just check to see that they are
@@UnityVR The socket and the grabbable are on the bolts layer
You guys having any problem with the socket interactor only working once, when the game starts, and only if there is an initial object to attach to? After that, it just won't attach anymore :(
What if you want only a certain object to fit into the snapzone. I think it's gonna be a bitch if you're making a game and need to make a new layer for every snapable object. Until now I've only found pretty difficult scripts for it.