What's up guys hope you enjoyed this little "update" video! So what are your goal for this year ? 🤔 EDIT : Use Unity version 2020.2 for having OpenXR support in your package manager :)!
keep at it my man, were the next generation of game developers, we have a completely new platform to use and everything's still being worked out. just keep that head up king
@@JustinPBarnett What do you recommend for new VR developers? Should we just lock in on an old format and try to stick to it even when new options arise or constantly try to adjust to use the newest plugin? Is it even realistic to try to transfer an old game project to these new plugin setups?
@@HIN30N Personally I'm learning the new system and putting all of my games on that, BUT 2019.4 does have LTS, so you should be fine with the old system for at least a good while. Just know there may be more work involved with porting to all the new XR devices coming out.
Jake Im the same, total mess and frustrating at the moment. I felt like I got to grips with the old XR and input system, as it worked pretty well.....I go away, worked on SteamVR, which is even easier and came to back this mess. Granted I can see it will an improvement in the long wrong......but I am seriously having doubts about random new directions Unity give us.
(Unity 2021.3.6f1 Changes) If you can't find the "XR Interaction Toolkit" at 6:52 then click the "+" button in the upper left of the package manager and select "add package by name..." and then put in "com.unity.xr.interaction.toolkit". "Room-scale XR Rig (action-based)" is now called "XR Origin (VR)" 8:13 Now it's called "starter assets" instead of "default input actions". 9:03 Thanks for tutorial! This was super helpful!
I want to thank you Valem for your amazing tutorials. I am currently on my way of starting an Indie vr games studio with a friend and your clips are the biggest help we can get from anywhere.
Valem I appreciate the knowledge you share with us! Quick Question: How do you learn these things on your own? Do you just look at documentation? Please let me know!
Thank you for your videos. I am currently working on bachelor thesis that plays with VR and these videos are removing so much stress from me. Otherwise I would be drowning in the mess of VR development.
I've been touching it but didn't understand completely and there wasn't any tutorials and I saw the notification about your video and I'm so happy! Thank you as always for the video, and I hope you continue this way because I think OpenXR is gonna be the near future and standard for dev industry, and the best option to create a VR Game, even a VR-PC game That new Input System is so cool
Thank you so much Valem again! I'm working on the important project to make people find the problems of people with accessibility problems. It's also very important to have a teleporting VR app for anyone having motion sickness. This has been really hard thing to do without Unity's own systems.
If you don't want to recreate XR Rig to apply XRI input actions to controllers, just right-click XR-Controller component of controller nodes and pick '"Reset" in the dropdown.
Thanks! planning on watching your vids multiple times! Also wouldn't mind if you had any references / other channels / sites / courses you might suggest!
painful isnt it. The new XR-Toolkit combined with the new Inputs system is quite different to the old one. I thought releases in Software were meant to be largely prgressive/
Thanks Valem, I managed this action based setup in 2019.4 using the Legacy openXR and new Oculus XR Mgmt. On my XRRig I am using action based input, and I liked your climbing implementation which still uses direct input and I just added to my left and right controllers direct interactors and added the climbing script and it works fine. So again mixing action based interactors and direct interactors on the same XRRig works.
Great tutorial, it helped a lot with changing over to OpenXR and the new input system. Any change you'll do a video at some point on creating UI for XR using action based inputs?
If you own a Valve headset and an Oculus headset and are having trouble getting SteamVR to be launched and used, I solved this issue by launching SteamVR, going to the developer tab and setting `Current OpenXR Runtime` to SteamVR. Trying to set this in Unity seemed to be broken for me with 2020.2.1f1.
@@snowythebudgie9674 Doesn't this only work if you are using both the old and new input system so the movement script is still using the old input system?
Figured it out. Here it is for anyone that might be in the same situation as me: using UnityEngine; using UnityEngine.InputSystem; public class TestInput : MonoBehaviour { [SerializeField] InputActionReference buttonB; [SerializeField] InputActionReference buttonA;
Ah this video explains all the issues I had with version 2020.3 of Unity. :) - Back to try all of this VR stuff again tomorrow then. Thanks for making these videos. EDIT: So Unity 2020.3 is a bit different again from this and I found it the easiest to install the "Controller" sample from OpenXR Plugin which will create a sample scene with everything working and you can see the inputs happening on a canvas rendered for each hand. I then just copied this rig over to my scene and could just disable the default visualisation and work from there. My next challenge now is to get some sort of hand model working and changing pose depending on what action is done like in one of your previous videos.
Hi there, I am also using 2020.3.3 and I followed the same procedure mentioned in the video but under XR room scale and stationary XR rig is missing rest are there, could you please help me with this, thankyou!
@@necro5427 Hi, did you ever got this sorted? I don't have room scale either, I'm on that version working on a very large project, it would be a nightmare to change versions now! Pls helps
I don't have the option to add any keyboard inputs as a secondary binding. If I search "space", nothing comes up. Even mouse only has "Click Count" and "pointerid" as accessible input values. Also, if I add a Player Input component and use the XRI Default Input Actions, every time invoke an event that calls a function, it calls it THREE times > twice when the button is pressed, and once when it is released. Tried it for multiple buttons and played around with the "Press" interaction, setting it to "Press Only" etc, and still the same results: three debug lines printed saying "Click!". I'm at a loss trying to use the new input system. I just wanna use the face buttons on the controllers, but there doesn't seem to be a simple way of doing it. Am I missing something here? :|
I had a question about the Oculus Quest VR tutorial you made in 04.2020 so I wanted to ask if I can use the tutorial with Unity 2020.2/3 / generally newer versions. -thanks from a kid making wanting to make VR games
Strange that the XR Controller script doesn't use the full list of XR Actions shown in the new Input System (with XR package installed). Seems it has access to "Select Action", "Activate Action" and "UI Press Action" (which is the same trigger button as Activate anyway), but not actions that use the primaryButton and secondaryButton input bindings. So you have to make your own script to handle those inputs as shown in previous tutorials, or edit the XR Controller script to add new actions with a new Input Action Reference. I guess it's just incomplete at the moment though. I think it's easier right now to "get the input directly through an input action", as shown in Part 2.
+ 1 or at least create a top 5 or top 10 list for already created C# vr tutorials (other youtube videos, unity tutorials, etc.) there's so much out there and unsure of which would be best with limited time
What do you recommend for new VR developers? Should we just lock in on an old format so we don't have to look for brand new tutorials for brand new plugins? Can we just transfer everything to the new system later? Is it even realistic to try to transfer an old game project to these new plugin setups?
It's hard to jump into VR development right now, especially in Unity because they're changing everything to the new input system and new OpenXR system. I'd say that OpenXR is stable enough to begin learning that if you're just now getting into VR development. Until you're really familiar with how the system works, though, trying to keep upgrading to the new versions is going to be difficult.
Nice vr tutorial library! Just wondering if u could make a content about a vr app that is controllable by an android/ios app? For example, people can control what happen inside a vr app by using a phone. Anyway idk which platform to ask so i just ask here! Cheers!
I've got a question: Is there a way to deactivate control schemes temporarily? I'm using the Continuous Turn Script (Action based) from the XR Toolkit and it listens to both hands. However the left hand is only in the noncontinous movement control scheme, but it gets ignored by the script. The consequence is that you can use continuous turn with both hands, although it should be deactivated for the left hand. I'm only using the default settings in combination with the continous turn script, so did I just forget to configure something?
Hello/Salut! Valem I still don't understand what is the main difference between the old XR Toolkit and the Input System. Which one is better, if that is a better one, or are the complementary? Also, when are you going to make a full tutorial using the Input System. I'm starting a new project in VR and I want to know which one to use before starting. Thanks/Merci.
1.Deffinietly go for new one as you know... its new and if you plan to start anything now, at some point you might find that the old one won't be enough. 2.I am not as much knowledgeable in this topic but as far as i know both systems can do the same. But (It would be easier to understand if you have worked on old system before, not only VR) for each headset, for each input device (controller, gamepad, xr controller etc) you had to write seperate line of code telling program what it has to do. New input manager not only makes it faster, but compatible with any supported device. You basicly make a connection for to to with simple clicks instead of writing manualy everything for each case. And that's not only for VR but for any possible input, even ones you might DYI yourself
As someone who just started with Unity VR development: what exactly is messy about the SteamVR plugin? I have tried the OpenXR Toolkit, but the lack of finger tracking, the incorrect mapping of the grip button (on the Index controllers it triggers the moment you touch the grip sensor and ignores the grip force). The SteamVR plugin also comes with fully animated hands that actually grab around the object you want to pick up and it also smooths the movement of the hands when touching stuff that is interactable (like in HL:Alyx).
Anyone else having problems with getting input via the bool isPressed method? The second method that uses delegates works fine but the bool, isPressed, isn't being detected. If detection is forced then the system breaks and my HMD rotation goes nuts. Wondering if I'm doing something wrong or if it's a bug?
@@migueljaner5293 Seems if you define it as a float instead of a bool it works. Also, needs to be in LateUpdate (didn't work for me in Start). ActionBasedController leftController; float gripLeft; void Start() {leftController = GetComponent();} void LateUpdate() { gripLeft = leftController.selectAction.action.ReadValue(); if(gripLeft == 1.0f) { Debug.Log("Left grip button pressed"); } }
Hi Valem. In your script you do selectionAction.action.performed to make something happen when the select button from the actions is pressed. What would you do if you create a new action called "test", how would you do something when the test button is pressed? When I'm in C# it doesn't give me the option to do test.action.performed like I would expect, just switching the word select with test since that is their name in the action window.
You'd have to write custom code in order for your "test" action to show up. I talk about how to add a custom "Jump" action in this video if you're interested: ruclips.net/video/Mfim9MlgYWY/видео.html
Im no expert but I dont think that needs to be specifically in Vr in comparison if you spawn an Object wether you are using Vr or not your are going to use the Instantiate function and if you slow time I dont think there would be any difference between Vr and a normal game.
I was wondering if you can show us how to modify the Lego Microgame to use with VR. I managed to use the HMD for camera but I don't know how to swap the keyoboard controller to the VR motion controllers. Thank you and have a great day.
Thanks Valem, Your VR series is amazing. however one basic UI and input feature is missing in all the VR development tutorials on youtube. The Keyboard input. how can we display Keyboard in VR and type in an input field. I am working on a school project where i have to design user registration in VR.
I don't know too much about this yet but will this support finger positions on the knuckles controllers? As far I know you need the SteamVR plugin to get this. You also never mention it in part two of "Introduction to VR in Unity", but why would you, OpenXR wasn't supported then. Thanks!
Great video as always, sadly I couldn't get OpenXR working on the Oculus Quest (it works fine with Oculus Link and Steam VR) so I settled for the Oculus XR Plugin instead... Hopefully integration will get smoother as the XR system develops. Currently I cannot even enable launching with hand tracking for my build even if I don't need controllers at all (I'm developing a remote-controlled viewer app...)
I will be receiving my Rift S sometimes next week and plan on learning VR Dev by maybe shipping a small project targeting most headsets. Are there any reasons for me to stick to 2019.4 or should I update to the latest 2020 version ? Très bon boulot pour les vidéos sinon 👍
Definitely recommend learning the new system, that way you won't be forced to transition from the old system to the new system in a year or so when you're forced to by no headsets supporting the old system anymore.
Hi! Your videos are very helpful! Thank you! for the amazing content ☺ I have a video tutorial suggestion that maybe quite a lot of developers will definitely find it very helpful: OVRBoundary tutorial with Unity, to interact with the Oculus Guardian System.
There's not really a simple plugin for the new system yet. I've made a video detailing how to import and add animated hands here: ruclips.net/video/DxKWq7z4Xao/видео.html
Does the 2020.3.14 not have the XR controllers? I am following the tutorial from your earlier videos and many of the interactive packages are missing. which version should I use to be able to follow your video?
I previously had my own toolkit based on SteamVR Interaction Sample. The controller was finding the Interactables with a SphereCast, and broadcast events to the Interactables on GameObjects. Below that Interactable component I had a Grabable component that received an "OnHover" event. In this "OnHover(Controller controller)" event, I checked "if(controller.GetTriggerDown())", and if that was true, I said "controller.Attach(interactable)". So basically, the Controller was doing nothing but detecting Interactables and knowing which state the controller buttons are in. And all derivates of Interactable where supposed to make the decisions based on the button states. How is this new system supposed to be used?
having this issue when I press play where it doesn't play on my Oculus Quest 1 headset and takes in no input. However, when I go back to the oculus sdk in the plugin manager everything works fine. Anyone found any solutions for this. also working on a laptop Found a half fix for unity editor where I change the OpenXR runtime in project settings but that only makes it work in the editor.
I managed it. Some of the signatures of the inherited overriden classes need change as some of them are obsolete, but if look at base classes it tells you the new Methods to use.
@@blus4 You were correct. Changing to Oculus in the XR Plugin Management window solved the problem, and that's good enough for me for now. Thanks for the tip!
@@DeJMan ah! I think I tried that but I'll give it another go. I struggled for a couple of nights trying every setting and still couldn't seem to figure out how to hide it, but I'll try that one again.
Hey, maybe this is a dumb question. But if you would want to make a game like Davigo (VR and PC "coop"). Just a game where PC and VR can be i the same "scene". If this is possible how would you do it?
By default the VR camera renders to the computer screen. If you create a new non-VR character with its own camera and then set its target display to Display 1, then it will display on the monitor. So keyboard controls can apply to the character directly.
Hi Valem, I am working on one Oculus project in that I am getting the following issue: The OVRPlayerController is not moving along with OVRCameraRig. I am using the Unity version(2019.4.15f1) and OVRPlugin version (1.66.0). I have added the CharacterCameraConstraint script to my OVRPlayerController but still I am getting the same issue. Can you please tell me how I can move the OVRPlayerController and OVRCameraRig together? Thanks in advance.
Thank you for your tutorial. Is there any tutorial you can direct me to for Asymmetrical multiplayer VR unity game (PC and quest) using PUN2. Any help much appreciated
What's up guys hope you enjoyed this little "update" video! So what are your goal for this year ? 🤔
EDIT : Use Unity version 2020.2 for having OpenXR support in your package manager :)!
to finish a game and learn game dev
Thanks for the awesome tutorials man. Btw would open-world games like gta, skyrim, or fallout be made on the quest with its hardware?
@@UnbidBurrito281 if they made daggerfall on DOS, you can make an open world on the oculus
To make my vr game work properly
To learn unity and make a vr parkour game for Quest
I restarted my VR game a week ago using your old tutorial...
Time to restart again!
keep at it my man, were the next generation of game developers, we have a completely new platform to use and everything's still being worked out. just keep that head up king
Time to restart it, its broken again
Hopefully XR stabilizes soon. I'm getting frustrated having to figure out a new way to setup VR every time I want to use a new Unity version
Agreed, can't wait for XR to be the one and only plugin we need for VR
@@JustinPBarnett What do you recommend for new VR developers? Should we just lock in on an old format and try to stick to it even when new options arise or constantly try to adjust to use the newest plugin? Is it even realistic to try to transfer an old game project to these new plugin setups?
@@HIN30N Personally I'm learning the new system and putting all of my games on that, BUT 2019.4 does have LTS, so you should be fine with the old system for at least a good while. Just know there may be more work involved with porting to all the new XR devices coming out.
Jake Im the same, total mess and frustrating at the moment. I felt like I got to grips with the old XR and input system, as it worked pretty well.....I go away, worked on SteamVR, which is even easier and came to back this mess. Granted I can see it will an improvement in the long wrong......but I am seriously having doubts about random new directions Unity give us.
use the steam vr plugin scrub.
(Unity 2021.3.6f1 Changes)
If you can't find the "XR Interaction Toolkit" at 6:52 then click the "+" button in the upper left of the package manager and select "add package by name..." and then put in "com.unity.xr.interaction.toolkit".
"Room-scale XR Rig (action-based)" is now called "XR Origin (VR)" 8:13
Now it's called "starter assets" instead of "default input actions". 9:03
Thanks for tutorial! This was super helpful!
I want to thank you Valem for your amazing tutorials. I am currently on my way of starting an Indie vr games studio with a friend and your clips are the biggest help we can get from anywhere.
Good luck on your game
good luck
I was just struggling to set up Unity for VR. Then this video appeared. It's like magic, Thank you Valem!
That's Valem, looking out for us like a legend
So happy you are always here if I get stuck!! 😊
Valem I appreciate the knowledge you share with us! Quick Question: How do you learn these things on your own? Do you just look at documentation? Please let me know!
there is no documentation
@@casanimated1715 Is that you, Neo?
Thank you so much! I was using your old tutorials and was confused a little.
Awesome! Great video, as usual!
You watched a 17 minute video in 2 minutes?
@@gregh378 i liked what i saw so far and i decided to show my support.
Thanks for the information and content bro!
Thank you for your videos. I am currently working on bachelor thesis that plays with VR and these videos are removing so much stress from me. Otherwise I would be drowning in the mess of VR development.
I've been touching it but didn't understand completely and there wasn't any tutorials and I saw the notification about your video and I'm so happy!
Thank you as always for the video, and I hope you continue this way because I think OpenXR is gonna be the near future and standard for dev industry, and the best option to create a VR Game, even a VR-PC game
That new Input System is so cool
Thankyou!!! i was confused with the older version bc it was using an older verISION
Thank you for these awesome tutorials Valem, these are very helpful, not a lot of people do these
Another VR dev here if you need some more tutorials and DevLogs! 😉
Thank you so much Valem again! I'm working on the important project to make people find the problems of people with accessibility problems. It's also very important to have a teleporting VR app for anyone having motion sickness. This has been really hard thing to do without Unity's own systems.
If you don't want to recreate XR Rig to apply XRI input actions to controllers, just right-click XR-Controller component of controller nodes and pick '"Reset" in the dropdown.
thanks Valem, i'll keep the changes in mind for my VR Project also your on the road to 35K! Congrats!
Thank you so much!😀
Thanks Valem, you rock!
I'm really happy you covered this. Thanks!
im going to do this after school i was just thinking of this and it popped up in my recommended
Totally crystal clear explanations and to the spot! Thanks a lot :)
The cool thing is you can bind the Gamepad same as Valem put the spacebar for the keyboard.
Thanks! planning on watching your vids multiple times! Also wouldn't mind if you had any references / other channels / sites / courses you might suggest!
I make Unity VR tutorials on my channel if you're interested!
Thank you man! That's what I was looking for. Every new version, new VR testing ... :(
painful isnt it. The new XR-Toolkit combined with the new Inputs system is quite different to the old one. I thought releases in Software were meant to be largely prgressive/
Dude, for real thanks for the tutorials.
Oh damn, if this isn't perfect timing then I don't know what is! It's time to d-d-d-d-develop!
Thanks Valem, I managed this action based setup in 2019.4 using the Legacy openXR and new Oculus XR Mgmt. On my XRRig I am using action based input, and I liked your climbing implementation which still uses direct input and I just added to my left and right controllers direct interactors and added the climbing script and it works fine. So again mixing action based interactors and direct interactors on the same XRRig works.
thank you so much! and happy new year~!
I was all good until 13:20. I'm unable to change bindings for the actions, and I'm getting error "ArgumentNullException: Value cannot be null"
Fixed by restarting Unity
Happy New Year Valem
Great tutorial, it helped a lot with changing over to OpenXR and the new input system. Any change you'll do a video at some point on creating UI for XR using action based inputs?
I created a UI video here if you're interested: ruclips.net/video/BZt74PVb7sM/видео.html
great tut, any updates needed for the custom gesture recognition video?
Merci beaucoup, Valem! One issue for me at 16:00 is that VS Code is not autocompleting with double tab.
This could have to do with your code editor. Are you using Visual Studio? VS Code and others may not do the autocompletion.
Can you make a tutorial on food in VR? You know, where you can bring food up to your mouth and eat it in VR?
If you own a Valve headset and an Oculus headset and are having trouble getting SteamVR to be launched and used, I solved this issue by launching SteamVR, going to the developer tab and setting `Current OpenXR Runtime` to SteamVR. Trying to set this in Unity seemed to be broken for me with 2020.2.1f1.
Great video, dou you have planned to create more videos about vr, im tryning to put hands and i can´t in this new version of unity.
Are you going to make more videos on updating the movement script and other things that no longer work?
The movement script works, everything in the tutorial works.
@@snowythebudgie9674 Doesn't this only work if you are using both the old and new input system so the movement script is still using the old input system?
@@Break. It worked for me, in this video too he said the old tutorials work
@@Break. This is using the new input system for locomotion!
15:14 Why is there no option for moveAction? How do I add it so I can completely replace the old input system
use "positionAction" to get movement
@@JustinPBarnett Thanks I will try that
Thank you Valem!
What if you wanted button A,B,X or Y instead of select to give a debug log? around 16:00
Figured it out. Here it is for anyone that might be in the same situation as me:
using UnityEngine;
using UnityEngine.InputSystem;
public class TestInput : MonoBehaviour
{
[SerializeField] InputActionReference buttonB;
[SerializeField] InputActionReference buttonA;
private void OnEnable()
{
buttonB.action.performed += Action_performed;
buttonA.action.performed += Action_performed1;
}
private void OnDisable()
{
buttonB.action.performed -= Action_performed;
}
private void Action_performed(InputAction.CallbackContext obj)
{
Debug.Log("Button B!");
}
private void Action_performed1(InputAction.CallbackContext obj)
{
Debug.Log("Button A!");
}
}
Ah this video explains all the issues I had with version 2020.3 of Unity. :) - Back to try all of this VR stuff again tomorrow then. Thanks for making these videos.
EDIT: So Unity 2020.3 is a bit different again from this and I found it the easiest to install the "Controller" sample from OpenXR Plugin which will create a sample scene with everything working and you can see the inputs happening on a canvas rendered for each hand. I then just copied this rig over to my scene and could just disable the default visualisation and work from there. My next challenge now is to get some sort of hand model working and changing pose depending on what action is done like in one of your previous videos.
Hi there, I am also using 2020.3.3 and I followed the same procedure mentioned in the video but under XR room scale and stationary XR rig is missing rest are there, could you please help me with this, thankyou!
@@necro5427 Hi, did you ever got this sorted? I don't have room scale either, I'm on that version working on a very large project, it would be a nightmare to change versions now! Pls helps
this is so cool, will there be a new series because I want to learn and do more!
Thank you!
Hey man can u do a video about Arm swining locomotion!
I don't have the option to add any keyboard inputs as a secondary binding. If I search "space", nothing comes up. Even mouse only has "Click Count" and "pointerid" as accessible input values.
Also, if I add a Player Input component and use the XRI Default Input Actions, every time invoke an event that calls a function, it calls it THREE times > twice when the button is pressed, and once when it is released. Tried it for multiple buttons and played around with the "Press" interaction, setting it to "Press Only" etc, and still the same results: three debug lines printed saying "Click!".
I'm at a loss trying to use the new input system. I just wanna use the face buttons on the controllers, but there doesn't seem to be a simple way of doing it. Am I missing something here? :|
I had a question about the Oculus Quest VR tutorial you made in 04.2020 so I wanted to ask if I can use the tutorial with Unity 2020.2/3 / generally newer versions. -thanks
from a kid making wanting to make VR games
Any newer version of unity should work with the older systems! You'll have to have at least 2020.1 to use the new OpenXR plugin.
@@JustinPBarnett thanks
Strange that the XR Controller script doesn't use the full list of XR Actions shown in the new Input System (with XR package installed). Seems it has access to "Select Action", "Activate Action" and "UI Press Action" (which is the same trigger button as Activate anyway), but not actions that use the primaryButton and secondaryButton input bindings. So you have to make your own script to handle those inputs as shown in previous tutorials, or edit the XR Controller script to add new actions with a new Input Action Reference. I guess it's just incomplete at the moment though. I think it's easier right now to "get the input directly through an input action", as shown in Part 2.
Can you show us how to have running movement in a vr game tutorial.
Does this support windows mixed reality headsets also?
Hi Valem, Could you make a VR Tutorial series that focuses on explaining C#?
+ 1 or at least create a top 5 or top 10 list for already created C# vr tutorials (other youtube videos, unity tutorials, etc.) there's so much out there and unsure of which would be best with limited time
Definitely check out Brackeys GameDev tutorials! C# will be the same no matter what format
What do you recommend for new VR developers? Should we just lock in on an old format so we don't have to look for brand new tutorials for brand new plugins? Can we just transfer everything to the new system later? Is it even realistic to try to transfer an old game project to these new plugin setups?
It's hard to jump into VR development right now, especially in Unity because they're changing everything to the new input system and new OpenXR system. I'd say that OpenXR is stable enough to begin learning that if you're just now getting into VR development. Until you're really familiar with how the system works, though, trying to keep upgrading to the new versions is going to be difficult.
Hi Valem how do I add hands and gripping to this setup?
I'm putting out a video about this on my channel on Tuesday!
Nice vr tutorial library! Just wondering if u could make a content about a vr app that is controllable by an android/ios app? For example, people can control what happen inside a vr app by using a phone. Anyway idk which platform to ask so i just ask here! Cheers!
I've got a question:
Is there a way to deactivate control schemes temporarily?
I'm using the Continuous Turn Script (Action based) from the XR Toolkit and it listens to both hands.
However the left hand is only in the noncontinous movement control scheme, but it gets ignored by the script.
The consequence is that you can use continuous turn with both hands, although it should be deactivated for the left hand.
I'm only using the default settings in combination with the continous turn script, so did I just forget to configure something?
Hello/Salut! Valem
I still don't understand what is the main difference between the old XR Toolkit and the Input System. Which one is better, if that is a better one, or are the complementary?
Also, when are you going to make a full tutorial using the Input System. I'm starting a new project in VR and I want to know which one to use before starting.
Thanks/Merci.
1.Deffinietly go for new one as you know... its new and if you plan to start anything now, at some point you might find that the old one won't be enough.
2.I am not as much knowledgeable in this topic but as far as i know both systems can do the same. But (It would be easier to understand if you have worked on old system before, not only VR) for each headset, for each input device (controller, gamepad, xr controller etc) you had to write seperate line of code telling program what it has to do. New input manager not only makes it faster, but compatible with any supported device. You basicly make a connection for to to with simple clicks instead of writing manualy everything for each case. And that's not only for VR but for any possible input, even ones you might DYI yourself
How do you jump in VR I'm having trouble trying to to do it.
Omg, thank god I can purge the SteamVR mess out of my project now!
As someone who just started with Unity VR development: what exactly is messy about the SteamVR plugin? I have tried the OpenXR Toolkit, but the lack of finger tracking, the incorrect mapping of the grip button (on the Index controllers it triggers the moment you touch the grip sensor and ignores the grip force). The SteamVR plugin also comes with fully animated hands that actually grab around the object you want to pick up and it also smooths the movement of the hands when touching stuff that is interactable (like in HL:Alyx).
Anyone else having problems with getting input via the bool isPressed method? The second method that uses delegates works fine but the bool, isPressed, isn't being detected. If detection is forced then the system breaks and my HMD rotation goes nuts. Wondering if I'm doing something wrong or if it's a bug?
same issue here, Did u find the solution?
@@migueljaner5293 Nah sorry, a few frustrating hours later I settled with the 2nd method
@@migueljaner5293 Seems if you define it as a float instead of a bool it works. Also, needs to be in LateUpdate (didn't work for me in Start).
ActionBasedController leftController;
float gripLeft;
void Start() {leftController = GetComponent();}
void LateUpdate()
{
gripLeft = leftController.selectAction.action.ReadValue();
if(gripLeft == 1.0f)
{ Debug.Log("Left grip button pressed"); }
}
Hi Valem. In your script you do selectionAction.action.performed to make something happen when the select button from the actions is pressed. What would you do if you create a new action called "test", how would you do something when the test button is pressed? When I'm in C# it doesn't give me the option to do test.action.performed like I would expect, just switching the word select with test since that is their name in the action window.
You'd have to write custom code in order for your "test" action to show up. I talk about how to add a custom "Jump" action in this video if you're interested: ruclips.net/video/Mfim9MlgYWY/видео.html
You should make a tutorial on how to freeze/slowdown time in vr :)
Im no expert but I dont think that needs to be specifically in Vr in comparison if you spawn an Object wether you are using Vr or not your are going to use the Instantiate function and if you slow time I dont think there would be any difference between Vr and a normal game.
Thank you mate but, I hope you make a tutorial about laser projectile in VR, please.
Ooo good idea!
I was wondering if you can show us how to modify the Lego Microgame to use with VR.
I managed to use the HMD for camera but I don't know how to swap the keyoboard controller to the VR motion controllers.
Thank you and have a great day.
Thanks Valem, Your VR series is amazing. however one basic UI and input feature is missing in all the VR development tutorials on youtube. The Keyboard input. how can we display Keyboard in VR and type in an input field. I am working on a school project where i have to design user registration in VR.
Thanks!
I don't know too much about this yet but will this support finger positions on the knuckles controllers? As far I know you need the SteamVR plugin to get this. You also never mention it in part two of "Introduction to VR in Unity", but why would you, OpenXR wasn't supported then. Thanks!
How do you actually test the vr game in the headset? Do you download an app, or what?
What headset are you using?
Great video as always, sadly I couldn't get OpenXR working on the Oculus Quest (it works fine with Oculus Link and Steam VR) so I settled for the Oculus XR Plugin instead...
Hopefully integration will get smoother as the XR system develops. Currently I cannot even enable launching with hand tracking for my build even if I don't need controllers at all (I'm developing a remote-controlled viewer app...)
Can you make a new set of tutorials with the new input system?
Does this work with the quest in the editor? I always get a warning that unity is not able to use oculus XR plugin?
It won't render on index at all - unless you go to steamvr/developer and set steam VR as current OpenXR Runtime.
PLease tell us how you get your script references and how do you know what input syntax to use. Please make a video
You can get all the scripting documentation from unity's website: docs.unity3d.com/Manual/index.html Check out their XR section.
impossible de faire de l'eau en vr avec vague les reflet sont pas en 3D ca tue les yeux quelle solution gratuite ? merci
With the official release of steam vr open xr will there be better you think you'll make a video when the open xr on unity for steam vr gets better
I will be receiving my Rift S sometimes next week and plan on learning VR Dev by maybe shipping a small project targeting most headsets. Are there any reasons for me to stick to 2019.4 or should I update to the latest 2020 version ?
Très bon boulot pour les vidéos sinon 👍
Definitely recommend learning the new system, that way you won't be forced to transition from the old system to the new system in a year or so when you're forced to by no headsets supporting the old system anymore.
Is there a way to use the finger tracking input from the Valve Index with OpenXR?
Hi! Your videos are very helpful! Thank you! for the amazing content ☺
I have a video tutorial suggestion that maybe quite a lot of developers will definitely find it very helpful: OVRBoundary tutorial with Unity, to interact with the Oculus Guardian System.
How do you get your hands with this new system? Are the hands from your old videos, but aren't those with the old method?
There's not really a simple plugin for the new system yet. I've made a video detailing how to import and add animated hands here: ruclips.net/video/DxKWq7z4Xao/видео.html
@@JustinPBarnett Wow sounds promesing. I'm gonna give it a look.
Does the 2020.3.14 not have the XR controllers? I am following the tutorial from your earlier videos and many of the interactive packages are missing. which version should I use to be able to follow your video?
My PC cant andle oculus app is there an alternative way?? And thanks for your vids😁
upgrading your PC? 😅
I previously had my own toolkit based on SteamVR Interaction Sample.
The controller was finding the Interactables with a SphereCast, and broadcast events to the Interactables on GameObjects. Below that Interactable component I had a Grabable component that received an "OnHover" event. In this "OnHover(Controller controller)" event, I checked "if(controller.GetTriggerDown())", and if that was true, I said "controller.Attach(interactable)". So basically, the Controller was doing nothing but detecting Interactables and knowing which state the controller buttons are in. And all derivates of Interactable where supposed to make the decisions based on the button states.
How is this new system supposed to be used?
I love you man
having this issue when I press play where it doesn't play on my Oculus Quest 1 headset and takes in no input. However, when I go back to the oculus sdk in the plugin manager everything works fine. Anyone found any solutions for this. also working on a laptop
Found a half fix for unity editor where I change the OpenXR runtime in project settings but that only makes it work in the editor.
Do all your old tutorials still work even after this update? I wanted to do the weapon one
I managed it. Some of the signatures of the inherited overriden classes need change as some of them are obsolete, but if look at base classes it tells you the new Methods to use.
Why does my screen freeze when click the play button? Im using index valve
can you create a gaze based interaction with unity XR interaction Toolkit
seams so muich easy to setup animation with that, i'll try it because the other way didn"t worked for me, the package imported wierdly on my project
i followed this, and I dont have the hands yet, any suggestion?
Great!!
Hey im watching you how to make a vr multiplayer video and i use the new system so i will just ask how do i add hand presence
I'm releasing a video on how to add VR hands with the new system on my channel on Tuesday!
Thank you thank you thank you thank you
Can run with htc cosmos elite?
I am seeing black viewport square overlays inside of my game display when I press play. Anyone know what these are or how to hide?
I had the same problem. It seems to be an issue with OpenXR. Try changing it to Oculus in the XR-Plugin Management window or use the old method.
@@blus4 You were correct. Changing to Oculus in the XR Plugin Management window solved the problem, and that's good enough for me for now. Thanks for the tip!
@@holofichemediasystems634 If you want to stick with OpenXR though, I believe you can disable "Occlusion mesh" to fix it
@@DeJMan ah! I think I tried that but I'll give it another go. I struggled for a couple of nights trying every setting and still couldn't seem to figure out how to hide it, but I'll try that one again.
@@DeJMan Where is that option?
Does the new input system work with vive cosmos controllers?
Hey, maybe this is a dumb question. But if you would want to make a game like Davigo (VR and PC "coop"). Just a game where PC and VR can be i the same "scene". If this is possible how would you do it?
By default the VR camera renders to the computer screen. If you create a new non-VR character with its own camera and then set its target display to Display 1, then it will display on the monitor.
So keyboard controls can apply to the character directly.
@@DeJMan TY So Much, havent even thought about that :) you made my day
Hi Valem, I am working on one Oculus project in that I am getting the following issue:
The OVRPlayerController is not moving along with OVRCameraRig. I am using the Unity version(2019.4.15f1) and OVRPlugin version (1.66.0).
I have added the CharacterCameraConstraint script to my OVRPlayerController but still I am getting the same issue.
Can you please tell me how I can move the OVRPlayerController and OVRCameraRig together?
Thanks in advance.
Anyone knows where is the Room Scale XR Rig now? Is it XR Rig VR? Pls, is driving me insane!
When i move the headset on the game view it looks normal but in the headset it stretches the view in wierd ways how do i fix?
Thank you for your tutorial. Is there any tutorial you can direct me to for Asymmetrical multiplayer VR unity game (PC and quest) using PUN2. Any help much appreciated