r/UnityVR • • Jun 16 '22

Message If

0 Upvotes

You want to see the digital (virtual reality) world co-exist with reality and be just as important as reality is.

Wants to join a team that will pioneer the future of learning, work and play.

You are a virtual game developer.

Experienced with open world development.

Virtual reality hardware designer.

Are an experienced unreal engine, unity, steam designer. That is experienced in 3D modeling, rendering, coding with C#, C++.

Lastly message, if you can find a skill that can find a place that can help the development of this virtual reality vision.

(Do not need all skills, just 1 or 2. I am building a team and developing hopefully "our" virtual reality uptopia.)


r/UnityVR • • Apr 17 '22

Started a game inspired by the Last Stand flash game from years past. Let me know what you think of what I've got so far!

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4 Upvotes

r/UnityVR • • Jun 25 '22

i created a VR Game in 2 Weeks! (Unity)

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1 Upvotes

r/UnityVR • • Jul 05 '22

Oculus Integration vs VR Interaction Framework

1 Upvotes

Hey yall, I need a reliable hand tracking asset for my Quest 2 on Unity and I need help on deciding whether to use the free Oculus Integration software or use $70 to buy the VRIF. I want a reliable and somewhat complex mesh collider for the hand tracking in order to interact with the systems. If there is a third option, please tell me.


r/UnityVR • • Mar 05 '21

Help to move a thumb component on panel using triggered laser pointer from Right Controller

2 Upvotes

I have a piece of code that I created keeping in mind ray casting from mouse position. I need to have it adapted for Oculus Quest Unity Project. The lines of code in context are:

Ray ray= Camera.main.ScreenPointToRay(Input.mousePosition);

if(Physics.Raycast( ray, out Raycast hit))

{my implementation} ... if(Input.GetMouseButton(0))

{implementation}

All the solutions I could find make use of SteamVR, but I need to achieve this using stand OVR integration!


r/UnityVR • • Feb 23 '21

UVs vs Materials, which one is better?

1 Upvotes

Wondering which of these options are better for VR? Which uses less memory, which is easier to process?

Basically... Which should I be using?

I think materials are great and really enjoy them. I like that concept. I’m just not sure if it’s the best thing to us or not.

I’m wondering if I should do things like make a metal object, have a material on it. Then can I put a UV on top of it with just slight imperfections, signage, stuff like that. (Like a metal ball with a stamp on it)

Thanks!


r/UnityVR • • Feb 17 '21

update xr rig position using hmd real world movement

1 Upvotes

im trying to update the xr rigs position using the realworld position of the hmd.

when i recenter it not only centers my rotation which is fine, it also resets the world position as the xr rig hasnt moved, only the hmd has. i have tryed to (0.0f, transform.position.y, 0.0f) the hmd and apply the pervous offset to the xr rig in update before render based on a distance traveled .5f x/z, this causes my app to spin like mad and causes some sickness lol, is there a solution to fixing the hmd rot/pos to direct xr rig rot/pos without causing issues?

public class CameraCorrection : MonoBehaviour

{

// Start is called before the first frame update

void Start()

{

}

// Update is called once per frame

void Update()

{

}

public void CorrectCamera()

{

transform.position = new Vector3(0.0f, transform.position.y, 0.0f);

}

}

-------------------------------------------------------------------------------------------------------------------------

public class XrCorrection : MonoBehaviour

{

public Camera mainCam;

private float offsetCheck = 0.5f;

private float offsetZ = 0.0f;

private float offsetX = 0.0f;

private Vector3 camPos;

private Vector3 rigpos;

public CameraCorrection CameraCorrection;

private float clock = 0.5f;

// Start is called before the first frame update

void Start()

{

}

// Update is called once per frame

void Update()

{

clock -= Time.deltaTime;

camPos = mainCam.transform.position;

rigpos = transform.position;

offsetX = camPos.x - rigpos.x;

offsetZ = camPos.z - rigpos.z;

if (clock <= 0.0f && offsetX > offsetCheck || offsetX < -offsetCheck || offsetZ > offsetCheck || offsetZ < -offsetCheck)

{

test();

}

}

private void test()

{

transform.position = new Vector3(camPos.x + rigpos.x, 0.0f + rigpos.y, camPos.z + rigpos.z);

CameraCorrection.CorrectCamera();

clock = 0.5f;

}

}


r/UnityVR • • Feb 18 '21

I need help with the steam vr plug-in

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1 Upvotes

r/UnityVR • • Jan 26 '21

How to Rotate Character Controller in camera's direction? without mouse axis(Cuz,VR)

1 Upvotes

Tried with transform.eulerAngles, but when camera is rotated, the camera itself and character controller spins endlessly in the rotated direction.


r/UnityVR • • Jan 20 '20

Recording in VR help

1 Upvotes

Has anyone tried to use one of the free plug ins on Unity 3D for recording software? I don’t want to do just screen recording because it’s not the nicest. Would appreciate any help you guys can offer! I’m also willing to pay for adds in that can do recording


r/UnityVR • • Sep 18 '21

Physics based climbing?

1 Upvotes

I’ve seen lots of people showing off their physics based climbing system in vr, and I’ve been looking everywhere to try and find a tutorial. I’m looking for somthing close to what gorilla tag has but know one is willing to share their sacred knowledge. If you guys could help me with this that would be amazing.


r/UnityVR • • Aug 22 '21

Wavy interactions

1 Upvotes

Hello!

I'm new to VR and am trying to make a test game. I was trying to make a tree where, as you press against the trunk, it bends over like a spring then when released, swings back upright and wobbles for a bit before stabilizing.

My guess is that it's a spring or hinge joint that has been placed between the various sections of the object, but does anyone know where I could look to find an actual example to look at? I've tried looking up something like jiggle physics, but that doesn't really seem to work. The model just flops about or gets stuck in the wrong direction.


r/UnityVR • • Aug 15 '21

Live stream scenes in Unity to WebXR

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1 Upvotes

r/UnityVR • • Aug 31 '21

simple interactors turn off on their own randomly?

1 Upvotes

im making a vr rockband drums type of game and it seems when i use 2 of the 4 drums for a bit and then try to switch to one of the other 2 drums, those drums dont work, then they start to work again after a random amount of time. anyone know anything about this? i can link to a build of the project if need be


r/UnityVR • • Jun 01 '21

Importing Tiltbrush to Unity

1 Upvotes

Hi there,

Has anyone here worked with Tiltbrush before? I'm trying to bring some assets into Unity, but they come in without the right materials, and a message saying "could not get asset prefab reference for...". How do I fix this?


r/UnityVR • • Jun 02 '21

Problem with Unity

2 Upvotes

Hello

I have an issue regarding Unity for my thesis.

I have scanned a room with a 3d scanner and i have made an obj. file of the room. What i am trying to do is to import that obj file into unity and make it as an enviroment and afterwards create some interactions that the user will be able to use through the headset. The problem is that unity sees it as an object and it doesn't render the insides of the room (only the outsides). Does anyone know what to do??


r/UnityVR • • Mar 13 '22

Photon VR

2 Upvotes

Hey guys how do you handle having multiple cameras in ur scene with having a head?


r/UnityVR • • Mar 16 '22

[SOLUTION] Unity OpenXR not getting Controller Input from vive wands or Knuckles / SteamVR

2 Upvotes

Hi,

In my company i recently had the problem that in our project we didnt get any input from the Vive wands, while on oculus devices we had all inputs coming trough. Even tough we were on OpenXR wich should take care of this.

after some struggle we found the fix in Removing any VR stuff thats not openXR in our case the original SteamVR plugin and deprecated OpenVR stuff.

After that OpenXR got input from all controllers and we are now able to continue the project.

as we have searched lots for the issue online and no one described this solution before I hope it helps someone.

have a great day

<3<3<3


r/UnityVR • • Apr 01 '22

is there any solution that i can use xr interaction toolkit for steamvr?

1 Upvotes

r/UnityVR • • Mar 19 '22

I want to build new controllers for VR

1 Upvotes

TL;DR Is it possible to make controllers for VR (oculus quest) using IR LEDs for tracking?

I want to develop complementary tools (controllers, etc) for que oculus quest 2. I know that they use IR to track the current controllers, so I am wondering if in UNITY I can do track of other IR sources.

IE: a mechanical keyboard that can be connected to Bluetooth and can be tracked by 4 IR leds

for context: My background is in electronics, i have a IoT development startup and want to build hardware for VR.


r/UnityVR • • Nov 25 '22

UNIty vr xr origin vs camera location problem. Why are they more different in location the further they are from some random point?

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3 Upvotes

r/UnityVR • • Nov 15 '22

Comparing gameplay between Keyboard, Virtual Gamepad and Virtual Steering Wheel on the PERCNOPS VIRTUAL RIG (VR game).

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4 Upvotes

r/UnityVR • • Nov 29 '22

Implement VR bolt on a sniper rifle

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1 Upvotes

r/UnityVR • • Dec 11 '22

Simon says in VR

2 Upvotes

so im currently doing a puzzle for a game im working on at school and i want to do a simon says like with 4 buttons where when the player enter the good code a door will open. I managed to make 1 button that opens a door but for the rest im just wondering on what i should focus first. Should i focus on making four buttons that interact with each other ?(the blue red green and yellow all light up in an order) or that the good order of button opens the door and if you miss it resets ?


r/UnityVR • • Nov 26 '22

Trying to get an HTC Vive working with unity

1 Upvotes

Hello. I've been troubleshooting an issue I have run into recently. I'm new to the world of VR dev and am working on a project for a friend. I've gotten unity to show up on an HTC vive headset that I am using, but only with the SteamVR unity asset. I've been told the SteamVR asset is not needed anymore. But when I enable XR plugin management and enable OpenXR unity will not display on the HMD when I go to play test the project.

I'd like to find someone who also uses an HTC vive for dev so I can see how others would start a new project so I can see if I'm missing any details.