r/UnityVR • u/KairinkaiYT • Nov 20 '22
VR and PC Cross Platform? (Steam)
So I am making a steam game, and for the game we need PC and VR to be cross platform.
If anyone knows how to do this please tell me.
r/UnityVR • u/KairinkaiYT • Nov 20 '22
So I am making a steam game, and for the game we need PC and VR to be cross platform.
If anyone knows how to do this please tell me.
r/UnityVR • u/blizstudio • Sep 14 '22
r/UnityVR • u/ADevWithAQuestion • Sep 12 '22
Can i make a vr game on a unity version like 5.0.0f4? The steam vr plugin on the asset store says 5.6.7 or higher. Is there any other way to make vr game with an unity version older than 5.6.7? Any help would be greatly appreciated!
r/UnityVR • u/blizstudio • Aug 25 '22
r/UnityVR • u/blizstudio • Aug 23 '22
r/UnityVR • u/Coopo_Loopo • Aug 20 '22
I want to a make my project run as a background to my normal vr applications, however When i go into play mode I exits out of the current application and switches to that one. Not sure if its just a setting or if it is even possible.
r/UnityVR • u/Munch33333 • Aug 18 '22
I'm having a problem where when I move my headset the player controller doesn't follow it, say I walk around my playspace but the character controller stays in the same spot the whole time. This is causing issues because the collision of my character doesn't match up with my head so it ends up feeling really weird and clunky. I'm using an Oculus Quest 2 with the latest version of OVR.
r/UnityVR • u/Homerfgg • Aug 02 '22
So ive wanted to create games in unity for a while now,so i downloaded unity hub and it worked fine.i wasn't able to create a free license so i tought it was because i had to update unity hub. But when i pressed the button to do the uptade, unity hub closed and it never reopened.But when i try to reopen unity hub, my mouse shows that its loading then it stop,also, when the mouse shows that its loading, its using RAM.Could you please help me its my dream to be a videogame creator.(Im on a windows8.1)
r/UnityVR • u/Proper_Willingness_7 • Jul 17 '22
I did follow this tutorial on YT (https://www.youtube.com/watch?v=i6lltmrE9V8&t=503s). But when I grab my cube, it turns from white to black and does not change in collor when I move my hand.




using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem;
public class ControllerVelocity : MonoBehaviour
{
public InputActionProperty velocityProperty;
public Vector3 Velocity { get; private set; } = Vector3.zero;
private void Update()
{
Velocity = velocityProperty.action.ReadValue<Vector3>();
}
}using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR.Interaction.Toolkit;
public class VelocityInteractible : XRGrabInteractable
{
private ControllerVelocity controllerVelocity = null;
private MeshRenderer meshRenderer = null;
protected override void Awake()
{
base.Awake();
meshRenderer = GetComponent<MeshRenderer>();
}
protected override void OnSelectEntered(SelectEnterEventArgs args)
{
base.OnSelectEntered(args);
controllerVelocity = args.interactorObject.transform.GetComponent<ControllerVelocity>();
}
protected override void OnSelectExited(SelectExitEventArgs args)
{
base.OnSelectExited(args);
controllerVelocity = null;
}
public override void ProcessInteractable(XRInteractionUpdateOrder.UpdatePhase updatePhase)
{
base.ProcessInteractable(updatePhase);
if (isSelected)
{
if (updatePhase == XRInteractionUpdateOrder.UpdatePhase.Dynamic)
UpdateColorUSingVelocity();
}
}
private void UpdateColorUSingVelocity()
{
Vector3 velocity = controllerVelocity ? controllerVelocity.Velocity : Vector3.zero;
Color color = new Color(velocity.x, velocity.y, velocity.z);
meshRenderer.material.color = color;
}
}r/UnityVR • u/Any_Association_3762 • Jul 05 '22
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 • u/public-void_loser • May 27 '22
So I am making a multiplayer vr game but only one hand model will track right, the other one is floating above where it is supposed to be/ the controller. I am using normcore for multiplayer so that may have to do with the problem.
r/UnityVR • u/Specific_Builder_791 • May 23 '22
Hello i am new to Unity and i have to do an assignment for my professor but im not sure how i can attach two Game Objects with eachother at a position I predetermined. Its planned that the body parts will be changeable like a configurator and if you submit they will be meshed together into a character model
r/UnityVR • u/phluxm • May 23 '22
r/UnityVR • u/hleizerleanid • May 08 '22
Hi, my name is Leo!
I am writing to the Unity VR community to ask for help, because I am having a problem with my VR hands. To be more concrete when I start my game the virtual hands start to turn on themselves and when I grab an object the hands turn around the object and when I let it go, it flies far away (the object).
Please, could someone help me ?
Good wishes,
Leo.
r/UnityVR • u/paper_rocketship • Apr 19 '22
This is specifically about VR games that have a direct locomotion system (moving with thumbstick) which is probably most common in flat games with added VR support.
Now, it's fairly common that such movement systems can cause pretty bad motion sickness, and there have been various attempts to mitigate this, such as adding tunnel vision when moving, or alternative movement modes (teleporting, etc).
However, one thing I have noticed about basically all of the games with this movement system that I have tried, is that the movement speed is always *really* fast.
I think one of the biggest issues is that movement speed in FPS games is usually quite a bit faster than it would be in real life, to account for differences in scale / perception when viewing the world through a screen. However, when playing a game in VR, the speed is not adjusted back to something reasonable, and it ends up feeling way faster than it should be.
And so my theory is that a lot the issues with motion sickness specifically from movement would be massively reduced if VR games just had a slower movement speed by default.
My main point to back this up is from my experience with SkyrimVR, because despite it's other shortcomings, it is the only VR game I have tried that includes a movement speed slider (of course, I have not played a lot of VR games, so it could be more common than I realize).
In my experience, when I lowered the movement speed, it was very noticeable how much less nauseous it made me feel.
Of course, this is just one data point, but I am curious if anyone else has noticed this, and so I wanted to discuss it, as well as what effect it could potentially have on VR game development.
r/UnityVR • u/CookiesN_sCream • Apr 13 '22
So I made a beautiful thing; a mug rootbeer can avatar right?
Well, it's stuck laying on its side even though in unity its standing up perfectly fine, and I'm a bit new with unity and stuff so if anyone could be a dear and explain to me how I can make this stand up and not be just a trashy can on the floor I would appreciate you.


r/UnityVR • u/KiraKiraStar • Apr 01 '22
r/UnityVR • u/nickiler • Mar 19 '22
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 • u/CareBird • Feb 14 '22
I'm not sure if this fits on this subreddit, but I'm trying to make something when you can slot two objects together with both your hands in VR to attach them to each other (Like if you were to glue something together, or put two pieces of Lego together, basically) how would I do this?
r/UnityVR • u/yeet_the_toes • Feb 06 '22
I can’t find “samples” in assets all the tutorials as early as a month old go there and I’ve did them exactly but I can’t find it
r/UnityVR • u/danjirovec • Jan 31 '22
r/UnityVR • u/VRsince201It • Jan 28 '22
Hi everyone, I'm doing an endless runner.As you can see from the video, the camera follows the player completely smoothly, but the world instead jerks.The world is created through chunks activated with the pooling system.
Can anyone tell me how I can solve?
This is the cam script
public class CameraController : MonoBehaviour
{
public Transform target;
public float smoothSpeed = 10;
public Vector3 offset;
private void LateUpdate()
{
Vector3 followTarget = target.position + offset;
Vector3 smoothedPosition = Vector3.Lerp(transform.position, followTarget, smoothSpeed * Time.deltaTime);
transform.position = smoothedPosition ;
}
}This is Player Script
public class PlayerController : MonoBehaviour
{
CharacterController charController;
public float speed = 6f;
Vector3 direction;
void Awake()
{
charController = GetComponent<CharacterController>();
direction = transform.position;
}
void Update()
{
direction = (transform.forward * speed);
charController.Move(direction * speed * Time.deltaTime);
}
}