So I've been following along with the video and here at 12:24 you said the code as is makes it so you can only turn and not move at the same time, but when I went to test it, it worked perfectly without the edited code, is this an artifact of the tutorial being slightly outdated or something else? If you have an answer I'd love to hear it, if not that's fine. Great video either way your videos have helped me learn the ropes of VR game design so quickly, thank you!
Hellop guys, thank you Valem for your help, I may be able to develop my project thanks to you. I have a question : I have jittering when I move with the stick, did I miss something to avoid it ? Also I have no jittering when I climb or push myself !
Did you ever manage to solve this? I am also have some jittering while moving. I found that if I change my maximum allowed timestep to 0.01 the jittering clears up, but that seems like asking for trouble any time the physics need to take a little longer to process
@@natzos6372 Unity uses a Fixed Timestep for physics calculations, meaning the "frame rate" of the physics engine. You can set the fixed timestep under Edit -> Project Settings -> Time, as well as the maximum allowed timestep for when physics calculations are taking too long. I have abandoned trying to use the rig from this tutorial and instead purchased the hurricane VR body rig (which is fantastic I highly recommend it). The hurricane rig comes with a built in time managing script which will update the fixed timestep in real time to match the average frame rate. This is the perfect solution for VR. It seems like Valem has taken over as the new Brackeys style channel, meaning well produced easy to follow tutorials that will ultimately set you up for failure and cannot be used in any real production under any circumstances whatsoever.
could you try making an tut about making like Half life alyx styled movment or veritgo 2 Styled movment or like the weapon select menu in half life alyx?
Do you foresee developing a solution for hand physics that respond to weight? Your previous solutions used velocity to create hand physics as opposed to force.
@@ValemTutorials With this much material, i feel like I have to start doing something. Do you know something that can simulate vr headset for unity? As I've forgotten my quest2 an won't be able to get it for about a month since i work abroad :/
Hey Valem, great video! But I need help with one thing. If I use the movement system you showed us in your previous series, I can climb up stairs just fine. But using this syem, I totally lose that ability, my character is going against the stairs and just does not climb. Any suggestions?
does anyone know how the fix this error message: Assets\ContinuousMovementPhysics.cs(44,27): error CS0131: The left-hand side of an assignment must be a variable, property or indexer?
Hello Valem. First, thank you so much for the great tutorials. I have an issue that I am sure I remember you mentioned how to fix in one of the videos but I couldn't find it going through the all again. When I click play, my player drops into the scene from the sky. How should I prevent this?
I tried to follow part 1 and 2 of this tutorial but when I tried to climb or collide with objects it bugs out and my hands go in the wall and when I hold an interactable I go flying? I'm coming directly from the how to make a VR game tutorial and I notice that your XR Origin parent has far less components then mine? what's up with that?
So does this maintain forces when running off a platform? won't setting the rigid position cause you to fall straight down when running off an elevated platform?
11:30 I hope someone will create an AI that will visually represent the formula when writing such codes.. and also provide alternatives/suggestions. I really don't understand most of the code.. :))
using System.Collections; using System.Collections.Generic; using UnityEngine; public class ContinousMovement : MonoBehaviour { public float speed; public Transform p1; public Transform p2; public Rigidbody rb; private Vector3 targetposition; private void Start() { targetposition = p1.position; } // Update is called once per frame void FixedUpdate() { Vector3 = direction = (targetposition - rb.position).normalize; rb.MovePosition(rb.position + speed * direction * Time.fixedDeltaTime); if(Vector3.Distance(rb.position,targetposition) < 0.05f) { if (targetposition == p1.position) targetposition = p2.position; else targetposition = p1.position; } } }
That just means you are in over your head, you need to learn more basic coding before you try to figure out vr and complex systems. I personally love how fast he moves, most tutorials are targeted at beginners and are way too slow.
You are like the Brakeys of VR. Thank you, your concise tutorials are greatly helping me!
Great video! are you going to make an updated full body IK tutorial in this series like seen in the thumbnail? and will there be jumping?
Thanks for this new tutorial, such a useful series!
Thanks mister picoplanet always a pleasure to see you here
AMAZING VIDEO i really needed this
So I've been following along with the video and here at 12:24 you said the code as is makes it so you can only turn and not move at the same time, but when I went to test it, it worked perfectly without the edited code, is this an artifact of the tutorial being slightly outdated or something else? If you have an answer I'd love to hear it, if not that's fine. Great video either way your videos have helped me learn the ropes of VR game design so quickly, thank you!
Yay thanks for the video, i cant wait to follow i finally got Unity to show in my oculus
Hellop guys, thank you Valem for your help, I may be able to develop my project thanks to you.
I have a question : I have jittering when I move with the stick, did I miss something to avoid it ? Also I have no jittering when I climb or push myself !
Did you ever manage to solve this? I am also have some jittering while moving. I found that if I change my maximum allowed timestep to 0.01 the jittering clears up, but that seems like asking for trouble any time the physics need to take a little longer to process
@@steen_is_adrift what do you mean with timestep?
@@natzos6372 Unity uses a Fixed Timestep for physics calculations, meaning the "frame rate" of the physics engine. You can set the fixed timestep under Edit -> Project Settings -> Time, as well as the maximum allowed timestep for when physics calculations are taking too long. I have abandoned trying to use the rig from this tutorial and instead purchased the hurricane VR body rig (which is fantastic I highly recommend it). The hurricane rig comes with a built in time managing script which will update the fixed timestep in real time to match the average frame rate. This is the perfect solution for VR. It seems like Valem has taken over as the new Brackeys style channel, meaning well produced easy to follow tutorials that will ultimately set you up for failure and cannot be used in any real production under any circumstances whatsoever.
could you try making an tut about making like Half life alyx styled movment or veritgo 2 Styled movment or like the weapon select menu in half life alyx?
Hi Valem,
How i can make snap turn? In video we have only continuous turn
Thanks for sharing! Can you show how to add a full body IK next please?
Do you foresee developing a solution for hand physics that respond to weight? Your previous solutions used velocity to create hand physics as opposed to force.
Thank you for another great video!
Thanks for watching it ! 😄
@@ValemTutorials With this much material, i feel like I have to start doing something. Do you know something that can simulate vr headset for unity? As I've forgotten my quest2 an won't be able to get it for about a month since i work abroad :/
Hey Valem, great video! But I need help with one thing. If I use the movement system you showed us in your previous series, I can climb up stairs just fine. But using this syem, I totally lose that ability, my character is going against the stairs and just does not climb. Any suggestions?
Great video. Just a question here . Will your vr body setup work on it ?Is there issues if try to combine ?
does anyone know how the fix this error message: Assets\ContinuousMovementPhysics.cs(44,27): error CS0131: The left-hand side of an assignment must be a variable, property or indexer?
I am having same issue
Hello Valem. First, thank you so much for the great tutorials. I have an issue that I am sure I remember you mentioned how to fix in one of the videos but I couldn't find it going through the all again. When I click play, my player drops into the scene from the sky. How should I prevent this?
make sure you have a collider on your character so it hits a collider on the environment
Valem pls make tutorial hot to make npc like bonelab/boneworks
Im having a problem where my meshhands are still clipping through but the physics hands arnt and are working fine, any solutions would be appreciated
I tried to follow part 1 and 2 of this tutorial but when I tried to climb or collide with objects it bugs out and my hands go in the wall and when I hold an interactable I go flying? I'm coming directly from the how to make a VR game tutorial and I notice that your XR Origin parent has far less components then mine? what's up with that?
hey when I do the coding for that and I test it it disables the walking and it doesnt work.
Hey, did you manage to figure this out? I am having the same issue now.
Great tutorial! Do you plan on making a tutorial for a body in the future?
So does this maintain forces when running off a platform? won't setting the rigid position cause you to fall straight down when running off an elevated platform?
Hey i need help, the colliders are not with the hand :(
Maybe they are stuck somewhere make sure that a collider is not in the way. Otherwise the solution is to teleport the hands if they are too far ! :)
Nevermind, I found out that the error was that i put the box collider in the wrong place (not in the physic rig), so it just went crazy :)
11:30 I hope someone will create an AI that will visually represent the formula when writing such codes.. and also provide alternatives/suggestions.
I really don't understand most of the code.. :))
this aged well haha!
did you know ultimateXR ? It's a pretty good sdk, but not really physics oriented :(
Hey do you think you can make a tutorial on making a vr enemy? because a am making a rv physics game so this will really help.
Would be nice to play pool and just swap VR headset or with one click swap enemy camera and control him :D
I would love if you made a tutorial on a vr drivable vehicle ! with a steering wheel and openable doors too
Do you know where is the link to the math?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ContinousMovement : MonoBehaviour
{
public float speed;
public Transform p1;
public Transform p2;
public Rigidbody rb;
private Vector3 targetposition;
private void Start()
{
targetposition = p1.position;
}
// Update is called once per frame
void FixedUpdate()
{
Vector3 = direction = (targetposition - rb.position).normalize;
rb.MovePosition(rb.position + speed * direction * Time.fixedDeltaTime);
if(Vector3.Distance(rb.position,targetposition) < 0.05f)
{
if (targetposition == p1.position)
targetposition = p2.position;
else
targetposition = p1.position;
}
}
}
Ty
Esque tes français ?
it's not a tutorial if you just show yourself coding with almost no explanation of how anything works.
You’re just not listening properly.I recommend slowing the video down. It was a bit confusing
That just means you are in over your head, you need to learn more basic coding before you try to figure out vr and complex systems. I personally love how fast he moves, most tutorials are targeted at beginners and are way too slow.
he does tho
The colliders don’t folly my hands they have an offset for some reason
Set the configurable joint anchor to zero,zero,zero