I did but my arms are super far away. can you help me out? Edit: I figured out how to fix that but now my hands won't set to the prefab I made they're just giant cubes.
7:49 for people struggling to find this in Unity 2020, click on the gear icon in the top bar of the package manager, then in the window that opens up, select "Package Manager" in the left column, then enable "Enable Preview Package" under Advanced settings in the right column.
@@P3d3r0s0 I am doing this on 2020 1.9f1. It's a bit easier than this method. You have properly loaded the XR Interaction Toolkit (Package Manager - Gear Icon - Advanced Project Settings) on my version?
Hey @@jennaadams3899 , thank you for the help, i have the 2020 1.10f1 version though i don't think it matters and i'm using SteamVR, which probably is the problem. I ended up having to download and import the SteamVR plugin. Also had to recreate the project, it just wouldn't run, i had no idea it would be so hard just to get proper documentation on this, there's always a small detail that is different.
@@P3d3r0s0 I have finished the tutorial and it is very good. The only problems I have had is with my new Oculus 2 headset. The tutorial is working OK but the trouble is I dont think headset is set up right. Anyway best of luck.
I was able to follow this Tutorial 2 years after it was made and everything still made since. Unity has upgraded but the level of detail and simplicity you bring to your tutorial allowed me to follow along and the only correction from March of 2022 is that "XR Rig" is now called "XR Origin", same component different name. Thank you so much for this tutorial and all the others I will be following along with.
When I click play, I do not see my head moving around like in the tutorial. It is just static. I have the Oculus PC app downloaded and my link cable is working(I see my monitor in my headset) but when I click play, its not like I am actually in the Unity game scene. It just looks the same in my headset as it does on my desktop. And I can not move my head around. I followed the tutorial exactly, anyone know what the issue might be?
Quick tip for those who would like their bowling ball to slide more smoothly, you can create a Physics Material (right click -> create -> Physics Material) and set the dynamic friction and static friction to 0. You can then use this material on the sphere collider material (for the balls) and box collider material (for the bowling range floor)
If anyone could help me with this quick issue I would appreciate it a lot. Im having an issue where my controller/hand prefab model is in line with my hand and moving with my hand but its a bit ahead of my hand, is there a way I can fix this?
For those like me physically looking for a Convert button and being dumb, the 2 options are Roomscale XR Rig / Stationary XR Rig, then skip ahead to 14:33 and swap the XR Controller Action Based to Device based for each hand
For anyone who may be stuck, I couldn't get the ball to throw properly so I set the "XR Grab Intractable"s Movement Type from "Kinematic" to "Velocity Tracking" and I was able to get it rolling as expected. I am using 2019.3.11f1
15:52 If your hands are clipping into your head (while in-game), here's a short guide: Go to the VR Camera (VR Rig > Camera Offset > VR Camera) Under the Camera component, click *Projection* You should see Clipping Planes, set Near to "0.01" (Default Near: "0.03") 17:46 Now I just look stupid...
This is a great set of tutorials. Some changes are coming or in preview, some already here. The XRRig is deprecated for XROrigin. This appears to work the same. For XRControllers, there are device-based and action-based, the latter is the more modern setup using the new input action manager input mechanism. This probably needs the default config creating. Also note you need the XR plugin correctly set. If using the Open XR plugin, then you MUST include the controller profiles! Underneath the Open XR settings. If you don’t do this, you’ll get HMD tracking but no controllers. I had this set incorrectly and was scratching my head for 3 hrs :O Note, You will need to google for the controller setup if you go with action-based.
Thank you so much, I don’t think you even realize what you’re doing by making a straight to the point tutorial that is easy and fun to follow for all ages but you’re literally helping people make their dreams of building vr games real for free. Thank you so so much.
If you are using Unity 2020 and can't find XR Interaction toolkit, go to edit > project settings > package manager > enable preview packages and click I understand. You should then be able to find it in the package manager.
VR aside, this tutorial series (overall) is by far the best tutorial I've ever seen on how to use Unity for someone with programming experience. It gets straight to the point and has an appropriate code-Unity balance, instead of other tutorials that mention code as an afterthought for the first time three hours in.
for anyone wondering where the XR Interaction Toolkit is in Unity 2020, make sure you go to the top of the list on the left and select "Packages: Unity Registry" instead of "Packages: In Project", took me a hot second to find that too. Also, make sure you have Preview packages enabled in the advanced settings.
Once I successfully got the hand track working @ 15:50, I saved, excited then strutted around the house and demanded my family revere me as the GOD of VR.
I'm using a Quest with the Link and it's only rendering the left eye, the right eye is just black. Edit: Going to Edit > Project Settings > Oculus (inside XR Plug-in Management) and changing Stereo Rendering Mode to Single Pass Instanced fixed the problem.
I’m so glad to have found this - I started making a VR game but got confused when it came to OVR components and making it compatible with all headsets. This one video has helped so much, and I can’t wait to watch the rest of your series.
It's been a long time getting to this unified system and it's still moving, the OVR stuff was painful at times. I had originally written a large part of a framework like the XR interaction toolkit and it's mighty nice to find that a lot of that is all done for us now.
I can't believe this, I made my first ever 'game' in one evening and it's in VR as well....thank you so much! (and to all the commenters below giving updates for the new engine)
damn you went right into VR development?, fine work! i just finished my first game today and it was a copy of flappy bird but i felt pretty good. hats off to you and a good development journey. : )
If some one is struggling with this error "BuildFailedException: Android Minimum API Level must be set to 23 or higher for the Oculus XR Plugin." the thing you have to do is to go to Edit --> Project Settings --> Player --> Other Settings --> Identification --> Minimium API Level --> Android 4.4 'Kit Kat' (API Level 23) or anything above.
For anyone that can't find the XR Interaction Toolkit 7:40 - 7:53 under package manager, make sure you click the little drop arrow under where it says "Package Manager" and select Unity Registry
Iv been through allot of Unity guys on youtube. its nice to have one that dosent go really slowly and understands the video can just be paused if ppl need time.
Just wanted to leave my thanks as well :) it's been hard to find good step by step tutorials for VR development. I really appreciate the effort you've put into these videos! Very helpful
Word of advice: If you find that you're initially not close to the table, move the table towards you - don't move your camera closer to the table. I started moving my components around and couldn't get any grabbing to work. Also, make sure you don't resize or scale the wrong components. You pretty much want to keep the VR Rig and every object inside it at 0,0,0.
Finally got the ball to stop interacting with the hand when you throw it. Go into your Hand Prefab and disable the Box Collider on the cube. Now the ball launches buttery smooth.
Nice timing! Just finished the rest of your tutorials and was about to put everything together into one project. Starting from scratch with the Unity XR will remove much hassle in the future! :) Thanks for doing this!
Everyone who is still struggling with hand prefabs floating in air! I had same problem and I solved it. 1. Open prefab in your assets 2. Check Controller Transform and set position to 0 if it's not 3. Check Cube Transform an set position to 0 if it's not. And you should see cubes where you controllers are.
I never left any comments on youtube before, but I really got to say that I thank you so much for this video. You were THE ONLY ONE who went thru step by step and helped me to build something that ACTUALLY WORKS FINALLY. I am feeling much more relieved. Really appreciate your help!!
Looking for Valve / SteamVR / OpenVR Support? Valve recently added support for Unity XR. However, Unity hasn't added it to the Package Manager yet, so you will need to install git (not Desktop Version) and then add to Unity via Package Manager -> Add -> Install via Git. Here is the announcement: steamcommunity.com/app/250820/discussions/7/2268069450205612646/ Here is the Git link: github.com/ValveSoftware/steamvr_unity_plugin.git#UnityXRPlugin Good luck w/ your development works, and thanks for the tutorial Valem!
@@petripekkarinen2559 Good Luck! Hope you got it working! If you are having problems with input controls in lessons 2, try finding them AFTER the Start function. For some Valve setups, the Universal Render Pipeline doesn't find your hardware until after Start() is called in your project.
@@drewdunne7496 I was having this problem, are you creating a new void function after start, or placing the code from the tutorial inside of void Update() ?
For the Valve Index, the grab interaction to pick up the ball is switched from a trigger to a squeeze, just squeeze your controller like your crushing a can in Halflife Alex.
Thank you so much. With VR changing and growing, I have had a very hard time finding "getting started" guides that weren't outdated in one way or another. This is exactly what I was hoping for!
Awesome tutorial! I was getting frustrated with how confusing the official Unity tutorials for VR were and this is just so much simpler and more intuitive. Thanks!
2:54 and by get to work I mean play beat saber for 11 hours and passing out on the floor then waking up the next day then getting to work. And by get to work I mean playing beat saber for 11 hours...
I've been on and off working on VR stuff in Unity to try and learn how things work, but I kept getting really discouraged because I couldn't ever get interactors to work for whatever reason... For the first time in those 8 months I was able to pick up a cube in my VR Oculus Quest today and that's the happiest I've been in my journey with Unity so far. Thank you very much @Valem
Hey if anyone has got build errors when trying to export to quest 2 a possible fix might be: Go to Project Settings -> Player -> Other Settings and under Graphics APIs click on vulkan then click the minus. Hope this might have helped someone, and sorry if it didnt.
I need help. How do I connect my vr headset to my pc i put the cord in and hit play but the headset doesnt pair up its oculus do you know how to fix this
@@tylersmith8502 Do you have oculus software installed on the pc? If so does it register you're headset with cable as oculus link? (If the software dosent recognize it then mike from virtual reality oasis has a great video just search up : Oculus Quest - Is The OFFICIAL Oculus Link Cable The Best? ) Personally i connect my quest to the pc and build instead of click the play button. If you want to build heres a time stamp : 8:12 and 19:14 Please let me know if this helped
Having looked into VR development a few years ago and found it all a bit of a nightmare, I would say that from the background of being a professional games developer of 40 years experience (there aren't many people that can claim that), this looks like a good (and most importantly), simple, process. I will be trying all of this in the next few weeks (assuming my current project ends on time, as if). If you have got it right, and the other comments seem to think you have, Many congratulations.
Thank you for watching this video guys, this is the pinned comment that I will use to answer all of the questions that you may have about this tutorial. Q : I've uninstalled the vr package in XR Management to use the old Virtual Reality Supported method. But I cannot check the box, it stays that I have still some sdk on my project. A : Go to package manager, show all package in project and you want to remove all vr package (OpenVR, Oculus Android, Oculus Desktop...) to be able to click on the Virtual Reality Supported box. Q: Right screen is black. Only my left eye show something. A: This is a bug made by URP with Multi Pass Rendering. To fix it, go to Edit > Project Settings > XR Management. There under the XR Management tab, you will find additional settings for each SDK, in the Oculus Settings, make sure to select Single Pass instead of Multi pass. Q: Building a game for Quest takes a lot of time. A: This is again because of URP which force the build to include a lot of shaders. This issue will be fixed in the future releases but a solution is to use the Standard 3D instead of URP in this case.
I was watching your older tutorials on this and they were really outdated. Then I gave up trying to follow your older tutorial due to many changes in the oculus sdk. I searched for a 2020 version for a tutorial and found this. You should comment on each of your older tutorials saying "This tutorial is outdated and may not work for you. Please watch the newer version which you can find here (Insert Link) So other people don't do the same thing that I did. Thanks :)
@@ValemVR Hi Valem, I've been following your tutorials for a while now and I've run into an issue, when I load up the project in my oculus quest my controllers show up in the air above me for a second then they vanish. I'm sure this is an easy fix because I'm a development pleb, but if you could give me some tips on how to fix this that'd be amazing.
Anybody having the issue where hands are not aligned with body? *HOW I FIXED* I noticed I had put 'Left Hand' and 'Right Hand' as a child of 'VR Camera'. They only need to be children of 'Camera Offset'. Moving them out of 'VR Camera' fixed the issue for me.
@@DZ-lb6jx I noticed I had put 'Left Hand' and 'Right Hand' as a child of 'VR Camera'. They only need to be children of 'Camera Offset'. Moving them out of 'VR Camera' fixed the issue for me.
@@chazmandu232 thats exactly what I forgot to do, I just put the block wherever it first was, lol. Then after thinking it was the offset,i got into that conclusion.
I'm still having this issue. I did everything step by step and my controllers are only children to the Camer Offset. However my prefab is a foot above the actual controllers. x\
@@GrownAssNerd i have the same have you found a solution yet? EDIT: Ok so i figured it out, when i created the prefabs the cubes had a position that wasn't x=0 y=0 z=0 so they displaced when i started running the project.
I have an Oculus Quest coming in soon and i cant wait to try it out. I started using Unity this year and your videos are very clear to follow and informative. I'm excited to follow this series!!
This tutorial is slightly deprecated. Import the packages. Start a new empty scene, instead of deleting the main camera and creating your own VR rig just use XR->convert main camera to XR rig in the create object menu. Also, i can't find the "xr controller" component.
@@tyvaughnholness1985 Yes, I got it to work. I just switched to 2019, since it seemed to have much more support and documentation. With the XRController script, I just forgot to enable "Show preview packages" to see all the XR packages. Good luck!
TIP: You have giant hands and think you have done it the way it was shown in the tutorial? Well, I thought the same, and tinkered with it for 2 hours, repeating the same mistake again and again :-) You have to make the controller object (the empty object, that was created before the cube) a prefab, not only the cube!
@@jarenmauery it took me two h too when I got stuck in the exact same problem... So don't worry, you and I are not alone in this.. haha... Sharing is caring, they say 😁👍
FINALLY someone is creating easy to consume, up to date and useful tutorials on VR development. Really really impressive content. Thanks for putting it all together
Hi valem, I have a little problem with WMR controllers, everything works fine except when I try and launch the ball, it loses all its velocity on the vertical axis. I can grab it and move normally but when I release the grip button to throw, the ball has a natural movement on the horizontal plane but just drops to the ground... Any tips?
So it took me now 3 days to fully understand these 20 minutes of video,... I made as I assume every possible mistake -> wrong version number, headset wrongly connected, not listening to you properly, ... but I did it,... I fully understand what you did, and this is a wonderful feeling. There is so much more to your way of tutorials,... I was always with unity a bit alien, as I am coming from blender mostly,... but your vids are the equivalent of blenderguru for VR-Unity development. Go on and raise to glory :D
9:20 I tried using a later version of 2019.3 and Virtual Reality Support in XR Settings was already deprecated. I switched back to 2019.3.0f6 to fix this.
If you get stuck in following this tutorial, it might be because you use different version of Unity or plugins (Unity is always updating). To avoid this problem, make sure you use the same Unity and XR Toolkit that Valem used in the tutorial. He uses Unity 2019.4.x and the XR Toolkit 0.9.
Yeah I am thinking that is why I am stuck. Using Unity 2020.3.22f and are having issues with my WMR device that it only starts up 10% of the time, and throws out a lot of "System.ArgumentException: Expected control 'positionAccuracy' to be of type 'AxisControl' but is of type 'IntegerControl' instead! " errors on the console. :(
Is there a way to get around the "let go of an object and it collides with your hand" issue? Would it be plausible to just disable your hand models when holding something and turn it back on when not?
im having the same issue.whenever i let go of the ball it just collides with the hand and shoots out with force.But in this tutorial his ball doesnt act weird,idk why! Really looking for some solutions,if anyone can help!!
I am having trouble with getting the correct Unity scripts. When I go to type in XR Controller, the only options that show up are (Action-Based) and (Device-Based). I think it has to do with the version of XR manager I have because I think I have a newer version. Is there any way you could give an update to the newer version of XR manager?
I found your channel the day I got my oculus quest which was just a few days ago. I'm claiming fate, I haven't tried to make a game since 2015. I'm a novice but this is something I'm willing to develop, my first game for the oculus quest. Your videos are perfect for me.
Valem, you're back again with a series that tells us how you can make a game that works (almost) the same for EVERY VR Headset!?!? cool. Please consider collabs with Dani!!
I followed your tutorial exactly yet when I go into it in vr my hands track but are way off in the distance, like they move when I move my hands but they aren't right in front of me
so solution for this! i had the same thing happen to me and It all has to do with the model, i sort of skipped a few steps and downloaded a hand model, or you can use one of the pre built models like a paint brush etc but that should fix it, this although a temporary fix should do the trick. if you want actual hand models oculus offers free hand models to download online however they are maya files so if you search for a maya to fbx file converter u can import the fbx files into unity. my grabbing still does not work though so that is as far as i can get you
I had a problem using Unity 2019.3.15f1 : Player settings (at 9:15): Legacy XR is currently disabled. Unity has detected that you have one or more XR SDK provider packages installed. Legacy XR is incompatible with XR SDK. Remove all XR SDK packages from your project to re-enable legacy XR. Any ideas why?
If you're having trouble getting good physics on the ball, you can just disable the box collider on the controller prefab. That way the ball won't be colliding with your controller while you're holding it.
Had the same issue, you need to install XR Interaction Toolkit in the package manager window. To find it, be sure to enable "Show preview packages" in the advanced button.
I am late but you just proved to me that anyone with a disability and a 4 year old or more pc can make a be game. Now I finally have say on what I want to make in a game thanks.
I am able to test the game on my oculus quest 1 with unity, but after building and running it, the game only runs in a window, and so it does not work. What do I do so that I can get this to work?
Hey guys ! I made an update of this series on my channel Valem tutorial that you can find here : ruclips.net/video/fM0k2n7u8sc/видео.html
For anyone watching in 2021, at 14:36 there are new XR Controller versions, choose device based.
Thank you!
Thanks bro
Thanks so much really useful comment!
Thank you very much bruh!
I did but my arms are super far away. can you help me out?
Edit: I figured out how to fix that but now my hands won't set to the prefab I made they're just giant cubes.
For anyone using this tutorial in 2020.3 rather than "xr rig" you have to use "xr origin".
Thank you this helped me alot!
@@puppetdev8141 glad I could help!
@@puppetdev8141 Me too
I can't find either. I'm in 2022.3 and the SDK is 57.0
Sorry, @@SunidhiNaik . I can look into it a bit later if you'd like but I'm not on 2022.3 right now.
I just wanted to say your probably the best vr tutorial guy right now you've been so helpful and it's amazing
Thanks man really appreciate it :)
Also one of the only guy making VR tutorials as well. Keep it up!
@@ValemVRfor some reason I can't build on the oculus quest in unity 2019 it always gives errors
yes he is the best!
i agree
7:49 for people struggling to find this in Unity 2020, click on the gear icon in the top bar of the package manager, then in the window that opens up, select "Package Manager" in the left column, then enable "Enable Preview Package" under Advanced settings in the right column.
Omg, thanks so much man. You saved my vr dev carrer.
I still dont have anything XR related in the Player in Project settings
@@P3d3r0s0 I am doing this on 2020 1.9f1. It's a bit easier than this method. You have properly loaded the XR Interaction Toolkit (Package Manager - Gear Icon - Advanced Project Settings) on my version?
Hey @@jennaadams3899 , thank you for the help, i have the 2020 1.10f1 version though i don't think it matters and i'm using SteamVR, which probably is the problem. I ended up having to download and import the SteamVR plugin. Also had to recreate the project, it just wouldn't run, i had no idea it would be so hard just to get proper documentation on this, there's always a small detail that is different.
@@P3d3r0s0 I have finished the tutorial and it is very good. The only problems I have had is with my new Oculus 2 headset. The tutorial is working OK but the trouble is I dont think headset is set up right. Anyway best of luck.
I was able to follow this Tutorial 2 years after it was made and everything still made since. Unity has upgraded but the level of detail and simplicity you bring to your tutorial allowed me to follow along and the only correction from March of 2022 is that "XR Rig" is now called "XR Origin", same component different name. Thank you so much for this tutorial and all the others I will be following along with.
This is the answer i needed
Thank you
Hero
When I click play, I do not see my head moving around like in the tutorial. It is just static. I have the Oculus PC app downloaded and my link cable is working(I see my monitor in my headset) but when I click play, its not like I am actually in the Unity game scene. It just looks the same in my headset as it does on my desktop. And I can not move my head around. I followed the tutorial exactly, anyone know what the issue might be?
Quick tip for those who would like their bowling ball to slide more smoothly, you can create a Physics Material (right click -> create -> Physics Material) and set the dynamic friction and static friction to 0. You can then use this material on the sphere collider material (for the balls) and box collider material (for the bowling range floor)
noted
If anyone could help me with this quick issue I would appreciate it a lot. Im having an issue where my controller/hand prefab model is in line with my hand and moving with my hand but its a bit ahead of my hand, is there a way I can fix this?
As an engineer it blows my mind that the devs went thru the trouble to model both types of friction.
~11:37 Camera - with Unity 2019.4 do not delete the main camera, right click, XR>Convert Main Camera to XR rig. Skip ahead in video to 12:55
People pay attention to this comment. Do not pull a me and screw it up lol
For those like me physically looking for a Convert button and being dumb, the 2 options are Roomscale XR Rig / Stationary XR Rig, then skip ahead to 14:33 and swap the XR Controller Action Based to Device based for each hand
For those like me who didnt follow this advice: I just copied everything into a new scene and converted the main camera to xr rig successfully.
Im so lucky I saw this comment. jeez thank you so much.
Thanks so much for that. Phew!
For anyone who may be stuck,
I couldn't get the ball to throw properly so I set the "XR Grab Intractable"s Movement Type from "Kinematic" to "Velocity Tracking" and I was able to get it rolling as expected.
I am using 2019.3.11f1
I tried that but then the ball wouldn't go through the hand it it became glitchy trying to stick to the hand but not go through it. Any ideas?
@@LacaTronium same issue here
@@LacaTronium That happened to me before i switched to Velocity tracking
15:52 If your hands are clipping into your head (while in-game), here's a short guide:
Go to the VR Camera (VR Rig > Camera Offset > VR Camera)
Under the Camera component, click *Projection*
You should see Clipping Planes, set Near to "0.01" (Default Near: "0.03")
17:46 Now I just look stupid...
rip..
This is a great set of tutorials. Some changes are coming or in preview, some already here. The XRRig is deprecated for XROrigin. This appears to work the same. For XRControllers, there are device-based and action-based, the latter is the more modern setup using the new input action manager input mechanism. This probably needs the default config creating. Also note you need the XR plugin correctly set. If using the Open XR plugin, then you MUST include the controller profiles! Underneath the Open XR settings. If you don’t do this, you’ll get HMD tracking but no controllers. I had this set incorrectly and was scratching my head for 3 hrs :O
Note, You will need to google for the controller setup if you go with action-based.
So do I select action based or device based?
YOU ARE AWESOME THANK YOU
I’ve been here since your first video. I guarantee to you that this series is going to grow your channel beyond your wildest dreams!
The Murder Podcast I can guarantee that that is true because that’s the reason I subbed to him
VR is SO good to make videos for right now. My channel is gaining subs like crazy since I started making tutorials
The first time you dive into a world you've created, you are so proud
Oh man thats exactly it!
Absolutely! I've been making Altspace worlds and I'm so ready to make full-fledged games.
Wow, uploaded this minutes before I searched for something like this, great timing :)
Haha love it when that happens 👌🏻
I'm very surprised how easy it was to build a sample VR application. This is rather inspiring.
Right?! It’s pretty simple to get into
Thank you so much, I don’t think you even realize what you’re doing by making a straight to the point tutorial that is easy and fun to follow for all ages but you’re literally helping people make their dreams of building vr games real for free. Thank you so so much.
Unity: We made a folder you can store all of your materials in
Valem: We don’t do that here
Is it really game development if you dont have 2747383 assets chilling in the root folder at the end of the project? :D
@@ValemVR I never really clean things out and put those assets in the folder it needs to be, unless I'm working with someone xd
@@ValemVR I always move those to a "Sandbox" folder and reorganize from there lol
7:49 2020.3.30f1 windows tab at the top of the editor
11:39 2020.3.30f1 XRRig script is now called "XROrigin"
thank you very much sir
oh THAAAAANKS!!!!!
Bro I love his accent its not totally illegible without being too boring like everyone else keeping me enticed
You're my favorite french sounding person
This is the Brackeys version of VR, great tutorials thank you!
"game engæin"
Loved the vid, man. Keep it up
If you are using Unity 2020 and can't find XR Interaction toolkit, go to edit > project settings > package manager > enable preview packages and click I understand. You should then be able to find it in the package manager.
Thanks man, i was wondering where it was
Thank u for the dedication and passion u put in these videos!
agreed
VR aside, this tutorial series (overall) is by far the best tutorial I've ever seen on how to use Unity for someone with programming experience. It gets straight to the point and has an appropriate code-Unity balance, instead of other tutorials that mention code as an afterthought for the first time three hours in.
for anyone wondering where the XR Interaction Toolkit is in Unity 2020, make sure you go to the top of the list on the left and select "Packages: Unity Registry" instead of "Packages: In Project", took me a hot second to find that too. Also, make sure you have Preview packages enabled in the advanced settings.
Dude. Thank you.
@@kortalian np xD
Once I successfully got the hand track working @ 15:50, I saved, excited then strutted around the house and demanded my family revere me as the GOD of VR.
@Hydro_Pixel what part are you stuck at ?
@@sporehux8344 I had no trouble following his tutorial but somehow despite using the same values my hands are massive and stuck inside my head.
That's pretty wholeshome ngl
Loving the vr tutorials so far, they way you pronounce engine kills me! 😆
I'm using a Quest with the Link and it's only rendering the left eye, the right eye is just black.
Edit: Going to Edit > Project Settings > Oculus (inside XR Plug-in Management) and changing Stereo Rendering Mode to Single Pass Instanced fixed the problem.
I had this same issue! Thank you so much for this answer. Fixed it for me.
The same Issue here, I was starting to get frustrated. Thanks
Thanks, this happens with the original rift too so I'm glad someone found a fix
I don't have the single pass option.. When I test with Link its entirely dark. Plus my Link is very unstable. Anyone find a way?
@Nadia Aziz i have same problem no single pass option and black vr in both eyes
Give this guy a medal. Perfect tutorial with no bullshit but all the important details show. 100%!!a
I have been having trouble with SteamVR, excited for this series as I might be able to get my game working properly.
I'm excited too ! :D
As a total beginner to unity outside of making VRChat avatars. This is the first tutorial that made me able to understand the basics.
I’m so glad to have found this - I started making a VR game but got confused when it came to OVR components and making it compatible with all headsets. This one video has helped so much, and I can’t wait to watch the rest of your series.
It's been a long time getting to this unified system and it's still moving, the OVR stuff was painful at times. I had originally written a large part of a framework like the XR interaction toolkit and it's mighty nice to find that a lot of that is all done for us now.
Amazing. This takes a game from scratch to a whole new level of scratch.
Valem watching pro tip: Click the video gear setting icon > set Playback speed 0.5
I can't believe this, I made my first ever 'game' in one evening and it's in VR as well....thank you so much! (and to all the commenters below giving updates for the new engine)
damn you went right into VR development?, fine work! i just finished my first game today and it was a copy of flappy bird but i felt pretty good. hats off to you and a good development journey. : )
If some one is struggling with this error "BuildFailedException: Android Minimum API Level must be set to 23 or higher for the Oculus XR Plugin."
the thing you have to do is to go to Edit --> Project Settings --> Player --> Other Settings --> Identification --> Minimium API Level --> Android 4.4 'Kit Kat' (API Level 23) or anything above.
@Nicole Weltman If you needed help with this, I might be able to help someone with this comment.
Good luck with fixing your bug
@@sipsopgamera7624 i cant find identification
Thank you for your sacrifice. My IT grade appreciates it.
For anyone that can't find the XR Interaction Toolkit 7:40 - 7:53 under package manager, make sure you click the little drop arrow under where it says "Package Manager" and select Unity Registry
THANK YOU! THIS WAS SO HELPFUL!!!
if your hands are far away , while you are in playing mode just go into your cube prefab(controller) and make xyz position coordinates = 0,0,0.
So far this tutorial is the best thing that happen to me in 2021 :) Thank you!
Yess
Iv been through allot of Unity guys on youtube. its nice to have one that dosent go really slowly and understands the video can just be paused if ppl need time.
Just wanted to leave my thanks as well :) it's been hard to find good step by step tutorials for VR development. I really appreciate the effort you've put into these videos! Very helpful
Thanks Jarrod, I know that I'm a bit late with this comment but I really appreciate your feedback
I have been studying and practicing unity for 5Months and this GOLD for me rn
Word of advice: If you find that you're initially not close to the table, move the table towards you - don't move your camera closer to the table. I started moving my components around and couldn't get any grabbing to work. Also, make sure you don't resize or scale the wrong components. You pretty much want to keep the VR Rig and every object inside it at 0,0,0.
Finally got the ball to stop interacting with the hand when you throw it.
Go into your Hand Prefab and disable the Box Collider on the cube.
Now the ball launches buttery smooth.
OH MY GOD I'VE HAD THIS PROBLEM FOR WEEKS THANK YOU
Nice timing! Just finished the rest of your tutorials and was about to put everything together into one project. Starting from scratch with the Unity XR will remove much hassle in the future! :) Thanks for doing this!
Everyone who is still struggling with hand prefabs floating in air! I had same problem and I solved it.
1. Open prefab in your assets
2. Check Controller Transform and set position to 0 if it's not
3. Check Cube Transform an set position to 0 if it's not.
And you should see cubes where you controllers are.
Thank you so much!
Ahah J'adore ton accent! Tuto parfait, je sub et je file voir la suite juste après avoir testé ;)
I never left any comments on youtube before, but I really got to say that I thank you so much for this video. You were THE ONLY ONE who went thru step by step and helped me to build something that ACTUALLY WORKS FINALLY. I am feeling much more relieved. Really appreciate your help!!
Keep it up, I don’t know that many French ppl who know so much English, good shit man
i absolutely love your accent, that made this tutorial like, 100000x better, and it's already perfect
Looking for Valve / SteamVR / OpenVR Support?
Valve recently added support for Unity XR. However, Unity hasn't added it to the Package Manager yet, so you will need to install git (not Desktop Version) and then add to Unity via Package Manager -> Add -> Install via Git.
Here is the announcement: steamcommunity.com/app/250820/discussions/7/2268069450205612646/
Here is the Git link: github.com/ValveSoftware/steamvr_unity_plugin.git#UnityXRPlugin
Good luck w/ your development works, and thanks for the tutorial Valem!
Thank Drew for sharing you rock !
@@ValemVR Same to you mate! I've already shared your video w/ some friends :D
Thank you so much! This might just save my study project due in a week :D
@@petripekkarinen2559 Good Luck! Hope you got it working!
If you are having problems with input controls in lessons 2, try finding them AFTER the Start function. For some Valve setups, the Universal Render Pipeline doesn't find your hardware until after Start() is called in your project.
@@drewdunne7496 I was having this problem, are you creating a new void function after start, or placing the code from the tutorial inside of void Update() ?
For the Valve Index, the grab interaction to pick up the ball is switched from a trigger to a squeeze, just squeeze your controller like your crushing a can in Halflife Alex.
this isn't helpful for my issue personally, but I enjoy the simile you used! ( * ~ * )
Hands down the best VR dev tutorial I've found, great work man
Thank you so much. With VR changing and growing, I have had a very hard time finding "getting started" guides that weren't outdated in one way or another. This is exactly what I was hoping for!
Agreed. There’s not many people out there making VR tutorials.
Im doing this is spite of my friends calling me illiterate lol lets see where this gows
Awesome tutorial! I was getting frustrated with how confusing the official Unity tutorials for VR were and this is just so much simpler and more intuitive. Thanks!
2:54 and by get to work I mean play beat saber for 11 hours and passing out on the floor then waking up the next day then getting to work. And by get to work I mean playing beat saber for 11 hours...
Dude Dani's videos are the best
@@bradb5129 They make me go Y E S
DANIIIII
@@Gamerpod.1 Let’s go danis the best
@@krazykaleb9560 Also did use the tutorial and are on oculus quest?
Making VR Games had always been a game dev dream for me
Much like everyone else here, just want to show appreciation for a really good tutorial, looking forward to watching the rest.
I've been on and off working on VR stuff in Unity to try and learn how things work, but I kept getting really discouraged because I couldn't ever get interactors to work for whatever reason... For the first time in those 8 months I was able to pick up a cube in my VR Oculus Quest today and that's the happiest I've been in my journey with Unity so far. Thank you very much @Valem
Hey if anyone has got build errors when trying to export to quest 2 a possible fix might be:
Go to Project Settings -> Player -> Other Settings and under Graphics APIs click on vulkan then click the minus.
Hope this might have helped someone, and sorry if it didnt.
I need help. How do I connect my vr headset to my pc i put the cord in and hit play but the headset doesnt pair up its oculus do you know how to fix this
@@tylersmith8502 Do you have oculus software installed on the pc? If so does it register you're headset with cable as oculus link? (If the software dosent recognize it then mike from virtual reality oasis has a great video just search up : Oculus Quest - Is The OFFICIAL Oculus Link Cable The Best?
) Personally i connect my quest to the pc and build instead of click the play button. If you want to build heres a time stamp : 8:12 and 19:14 Please let me know if this helped
@@FrederikDV- i tried using th eoculus app on pc but it said my graphics card was not compatable and it wouldnt read the oculus
@@tylersmith8502 Your pc is not powerful enough
@@localginger1260 oh ok
I cannot thank you enough... bro helping someone learn is the best thing in the world. Thanx again
My pleasure man im glad you enjoyed it :)
It’s not just that it’s a great tutorial it’s the accent
Having looked into VR development a few years ago and found it all a bit of a nightmare, I would say that from the background of being a professional games developer of 40 years experience (there aren't many people that can claim that), this looks like a good (and most importantly), simple, process. I will be trying all of this in the next few weeks (assuming my current project ends on time, as if). If you have got it right, and the other comments seem to think you have, Many congratulations.
Thanks for doing this. VR is slowly but surely taking off
Thank you for watching this video guys, this is the pinned comment that I will use to answer all of the questions that you may have about this tutorial.
Q : I've uninstalled the vr package in XR Management to use the old Virtual Reality Supported method. But I cannot check the box, it stays that I have still some sdk on my project.
A : Go to package manager, show all package in project and you want to remove all vr package (OpenVR, Oculus Android, Oculus Desktop...) to be able to click on the Virtual Reality Supported box.
Q: Right screen is black. Only my left eye show something.
A: This is a bug made by URP with Multi Pass Rendering. To fix it, go to Edit > Project Settings > XR Management. There under the XR Management tab, you will find additional settings for each SDK, in the Oculus Settings, make sure to select Single Pass instead of Multi pass.
Q: Building a game for Quest takes a lot of time.
A: This is again because of URP which force the build to include a lot of shaders. This issue will be fixed in the future releases but a solution is to use the Standard 3D instead of URP in this case.
I was watching your older tutorials on this and they were really outdated. Then I gave up trying to follow your older tutorial due to many changes in the oculus sdk. I searched for a 2020 version for a tutorial and found this. You should comment on each of your older tutorials saying "This tutorial is outdated and may not work for you. Please watch the newer version which you can find here (Insert Link) So other people don't do the same thing that I did. Thanks :)
@@neaaat5545 thats a great suggestion thank you!
@@ValemVR Hi Valem, I've been following your tutorials for a while now and I've run into an issue, when I load up the project in my oculus quest my controllers show up in the air above me for a second then they vanish. I'm sure this is an easy fix because I'm a development pleb, but if you could give me some tips on how to fix this that'd be amazing.
Do you need a oculas link to do this with the quest?
@@lokiprice3149 yes
6:59 "now that we are Unity experts.." ❤️ thanks for the morale boost
Fun fact on how powerful unity is:
VRChat was made in unity
Valem you are honestly the best VR game dev youtuber out there, your tutorials are very good and easy to understand! Thanks so much!
Anybody having the issue where hands are not aligned with body?
*HOW I FIXED*
I noticed I had put 'Left Hand' and 'Right Hand' as a child of 'VR Camera'. They only need to be children of 'Camera Offset'. Moving them out of 'VR Camera' fixed the issue for me.
I am also having issues right now with that.Trying to figure it out,thought at first it was the controller body being offset but it wasnt
@@DZ-lb6jx I noticed I had put 'Left Hand' and 'Right Hand' as a child of 'VR Camera'. They only need to be children of 'Camera Offset'. Moving them out of 'VR Camera' fixed the issue for me.
@@chazmandu232 thats exactly what I forgot to do, I just put the block wherever it first was, lol. Then after thinking it was the offset,i got into that conclusion.
I'm still having this issue. I did everything step by step and my controllers are only children to the Camer Offset. However my prefab is a foot above the actual controllers. x\
@@GrownAssNerd i have the same have you found a solution yet? EDIT: Ok so i figured it out, when i created the prefabs the cubes had a position that wasn't x=0 y=0 z=0 so they displaced when i started running the project.
I have an Oculus Quest coming in soon and i cant wait to try it out. I started using Unity this year and your videos are very clear to follow and informative. I'm excited to follow this series!!
This tutorial is slightly deprecated. Import the packages. Start a new empty scene, instead of deleting the main camera and creating your own VR rig just use XR->convert main camera to XR rig in the create object menu. Also, i can't find the "xr controller" component.
Same problem. Unity 2020 seems too new, and it's missing some other stuff shown in the video, I'm going to try with 2019.
Any updates on this, I'm just about to jump in and give it a try
@@tyvaughnholness1985 Yes, I got it to work. I just switched to 2019, since it seemed to have much more support and documentation. With the XRController script, I just forgot to enable "Show preview packages" to see all the XR packages. Good luck!
For those who can not find "Show preview packages"(7:50), it has been moved to settings>advanced project settings> tick Enable Pre-release Packages
TIP: You have giant hands and think you have done it the way it was shown in the tutorial? Well, I thought the same, and tinkered with it for 2 hours, repeating the same mistake again and again :-)
You have to make the controller object (the empty object, that was created before the cube) a prefab, not only the cube!
You have probably saved me 2h of life :D Thank you
oh my gosh. i have been trying to figure this out for like 4 hours and you helped me fix it in like 2 minutes. thank you so much
@@jarenmauery it took me two h too when I got stuck in the exact same problem... So don't worry, you and I are not alone in this.. haha... Sharing is caring, they say 😁👍
FINALLY someone is creating easy to consume, up to date and useful tutorials on VR development. Really really impressive content. Thanks for putting it all together
Hi valem, I have a little problem with WMR controllers, everything works fine except when I try and launch the ball, it loses all its velocity on the vertical axis.
I can grab it and move normally but when I release the grip button to throw, the ball has a natural movement on the horizontal plane but just drops to the ground... Any tips?
So it took me now 3 days to fully understand these 20 minutes of video,... I made as I assume every possible mistake -> wrong version number, headset wrongly connected, not listening to you properly, ... but I did it,... I fully understand what you did, and this is a wonderful feeling. There is so much more to your way of tutorials,... I was always with unity a bit alien, as I am coming from blender mostly,... but your vids are the equivalent of blenderguru for VR-Unity development. Go on and raise to glory :D
9:20 I tried using a later version of 2019.3 and Virtual Reality Support in XR Settings was already deprecated. I switched back to 2019.3.0f6 to fix this.
Thanks for sharing the fix Gamer Reality !
Thank You
I tried this, but it's already deprecated aswell.
If you get stuck in following this tutorial, it might be because you use different version of Unity or plugins (Unity is always updating). To avoid this problem, make sure you use the same Unity and XR Toolkit that Valem used in the tutorial. He uses Unity 2019.4.x and the XR Toolkit 0.9.
Yeah I am thinking that is why I am stuck. Using Unity 2020.3.22f and are having issues with my WMR device that it only starts up 10% of the time, and throws out a lot of "System.ArgumentException: Expected control 'positionAccuracy' to be of type 'AxisControl' but is of type 'IntegerControl' instead!
" errors on the console. :(
Is there a way to get around the "let go of an object and it collides with your hand" issue? Would it be plausible to just disable your hand models when holding something and turn it back on when not?
im having the same issue.whenever i let go of the ball it just collides with the hand and shoots out with force.But in this tutorial his ball doesnt act weird,idk why!
Really looking for some solutions,if anyone can help!!
I just discovered your channel with your "I turned my house into a VR Game" video and that's awesome ! Good job !
I am having trouble with getting the correct Unity scripts. When I go to type in XR Controller, the only options that show up are (Action-Based) and (Device-Based). I think it has to do with the version of XR manager I have because I think I have a newer version. Is there any way you could give an update to the newer version of XR manager?
same problem rn, i'm trying "device based" rn, will update if it works in a minute
Device Based looks like its the one to follow, i think action based is a different way of using controller actions
@@tommyford1301 i gave up, some other stuff happened, but yeah, device-based is the option to use.
@@FODTony don't give up brother
Whats wrong
I found your channel the day I got my oculus quest which was just a few days ago. I'm claiming fate, I haven't tried to make a game since 2015. I'm a novice but this is something I'm willing to develop, my first game for the oculus quest. Your videos are perfect for me.
watched some other of your tutorials and they are good and especially in this quarantine upgrading my skillset isn't a bad idea
Yesss, get all those upgrades! It’s the best thing you can do with all this down time 👍🏻
Valem, you're back again with a series that tells us how you can make a game that works (almost) the same for EVERY VR Headset!?!? cool. Please consider collabs with Dani!!
Imagine "*KARLSON VR*"
I followed your tutorial exactly yet when I go into it in vr my hands track but are way off in the distance, like they move when I move my hands but they aren't right in front of me
same here :(
so solution for this! i had the same thing happen to me and It all has to do with the model, i sort of skipped a few steps and downloaded a hand model, or you can use one of the pre built models like a paint brush etc but that should fix it, this although a temporary fix should do the trick. if you want actual hand models oculus offers free hand models to download online however they are maya files so if you search for a maya to fbx file converter u can import the fbx files into unity. my grabbing still does not work though so that is as far as i can get you
@@natewhite9731 Thank you, but I just tried everything you said and nothing has changed. My hand controllers still appear over my head T__T
@@14MAZ weird and im assuming you set the position of the hands to 0,0,0? I can try and help on discors if u want to call
I had the same problem and it was because I didn't zero out the coordinates on the controller before making it a prefab.
You are honestly like VR Brackeys, this helped a lot.
Instant sub
I literally subbed because of your LOTR reference lmao. Only like 2 minutes into the video but I already like you.
I had a problem using Unity 2019.3.15f1 : Player settings (at 9:15): Legacy XR is currently disabled. Unity has detected that you have one or more XR SDK provider packages installed. Legacy XR is incompatible with XR SDK. Remove all XR SDK packages from your project to re-enable legacy XR. Any ideas why?
Same with 2019.3.8f1
@@diegodaly Did you ever figure this out?
i need help with this as well did you solve it?
This is exactly the start I've been looking for!
Hey I'm having a problem with the hands they are super big even when i scale them down plz help
you have to grab the controller file with the cube model in it and drag it into assets
Need to make an Empty, then put the cube in that and scale
@@jackaapacka but when i do that the controllers are distorted could you help please?
Hey @Hasse& Sture . I remade the Controller object and it seems to solve the issue
If you're having trouble getting good physics on the ball, you can just disable the box collider on the controller prefab. That way the ball won't be colliding with your controller while you're holding it.
at 11:24 there is no XRrig in the search results
i'm using 2019.4.12f1
Same, running into same issue
Had the same issue, you need to install XR Interaction Toolkit in the package manager window. To find it, be sure to enable "Show preview packages" in the advanced button.
I am late but you just proved to me that anyone with a disability and a 4 year old or more pc can make a be game. Now I finally have say on what I want to make in a game thanks.
I am able to test the game on my oculus quest 1 with unity, but after building and running it, the game only runs in a window, and so it does not work. What do I do so that I can get this to work?
I'm running into this problem too. Were you able to fix it?
dude i litteraly love you. your accent makes learning 100000% times better thanks thansk thanks!
I have huge problems with the VR Controller. The controllers are completly out of position (everything is on 0)
have same issue, idd you fixed it?
@@frajerdan i swichted to UE😂
@@quetschitoast8861 fuck, need to finish my school final exams in few days and i have to do it in unity :D nvm, hope i will find out