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Garlic Suter
United States
เข้าร่วมเมื่อ 4 ส.ค. 2011
Create with Code Unit 4 Challenge - Soccer Scripting
A tutorial on solutions for the Unity Learn Create with Code Challenge 4, Soccer Scripting, including both bonus challenges.
มุมมอง: 27
วีดีโอ
Grit9 backstory, made using Google NotebookLM Made by Headliner
มุมมอง 14หลายเดือนก่อน
I wrote the blog posts that was fed into Google NotebookLM to generate this "2 person podcast"-ish conversation, all made with AI.
Medium by Adobe (free) short demo
มุมมอง 4214 หลายเดือนก่อน
It runs on your PC connected via USB-C cable to your Quest 3 headset. It's free, and you can export for 3D printing, great for student art projects! Download: www.meta.com/experiences/pcvr/3257686387611106/
Carnival Cans PART 2: Coding Basics
มุมมอง 7610 หลายเดือนก่อน
In Part 2 of 2, we write a script to keep track of the score and shoot some confetti out of a cannon! 3D Models from Kenney.nl
Finding Coordinates in Minecraft
มุมมอง 293ปีที่แล้ว
For the eSpac3 summer camp at University of San Diego
Scenario 4 Unity VR Identify Problems Project
มุมมอง 189ปีที่แล้ว
Scenario 4 Unity VR Identify Problems Project
Scenario 2 - Car Brakes Unity Tutorial Project - Hints
มุมมอง 207ปีที่แล้ว
Scenario 2 - Car Brakes Unity Tutorial Project - Hints
Scenario 1 - Manhole VR Project Tutorial Hints
มุมมอง 216ปีที่แล้ว
Scenario 1 - Manhole VR Project Tutorial Hints
Scenario 3 - Placing circles on damaged areas in VR (Unity Project)
มุมมอง 382ปีที่แล้ว
Scenario 3 - Placing circles on damaged areas in VR (Unity Project)
Getting XR Controller (Action Based) Input Values
มุมมอง 8Kปีที่แล้ว
Getting XR Controller (Action Based) Input Values
Marble Physics (Colliders, Rigidbodies, and Physics Materials)
มุมมอง 263ปีที่แล้ว
Marble Physics (Colliders, Rigidbodies, and Physics Materials)
Animation Events to Run a Custom Function
มุมมอง 184ปีที่แล้ว
Animation Events to Run a Custom Function
Crossroads of NW Ohio Virtual Flythrough
มุมมอง 115ปีที่แล้ว
Crossroads of NW Ohio Virtual Flythrough
Cornhole VR Part 2 of 2: Coding (VR Basic Bytes Ep 4)
มุมมอง 1272 ปีที่แล้ว
Cornhole VR Part 2 of 2: Coding (VR Basic Bytes Ep 4)
Cornhole VR Part 1 of 2: Setup (VR Basic Bytes Ep 3)
มุมมอง 1832 ปีที่แล้ว
Cornhole VR Part 1 of 2: Setup (VR Basic Bytes Ep 3)
What about the audio?
Rotating + Scaling : using System.Collections; using System.Collections.Generic; using UnityEngine; public class MoveReticle : MonoBehaviour { public float rotationSpeed = 100.0f; float scaleSpeed = 5.0f; float minScale = 0.9f; float maxScale = 1.1f; // Update is called once per frame void Update() { transform.Rotate(0, rotationSpeed * Time.deltaTime, 0, Space.World); float scale = minScale + (Mathf.Sin(Time.time * scaleSpeed) + 1.0f) /2.0f * (maxScale - minScale); transform.localScale = new Vector3(scale, scale, scale); } }
you can make a tutorial on how to do this Auto-manufacturing assembly line job training simulation.
you can make a tutorial on how to do this Auto-manufacturing assembly line job training simulation.
can i connect my headset to sidequest using wireless then start Streaming without any cable ?
Would this teach me how to change breaks without actually practicing on real vehicles until I'm ready? How do I get this?
Thanks it actually worked, having someone to help you keep constant pressure is kind of useful
Thank you!!!!!
yes it is simple, thanks bro
Spoiler Alert Unscrew the two screws and it is done.
Thank you very much. This is genius!
Thanks for the video
Thank you for sharing! Hoping I can try it soon!
thank you🙌🏻
why is it not available on the Mac!!!
1000th sub
Thanks Garlic 🧄 I appreciate you making these videos
Thanks a lot. Yes, It helped me a lot.
I literally just found one of these on the street. I went straight to TH-cam and found this video. I did EXACTLY as he said and got the thing right open. Thank you for posting this video. It was very helpful for ME. I appreciate it.
can u show the code pls? i need it, i dont know how you do it. Ty!
Hey man, i'm trying to follow the video but I cant seem to create the "InputData" variable. No matter if i use the UnityEngine.XR or UnityEngine.XR.Interaction.Toolkit, or if i use [RequireComponent(typeof(InputData))] like in shrimp's tutorial, it just gives me an error stating the namespace could not be found, do you know if by chance that namespace has been updated since or if there's another way to get it working?
InputData isn't a variable, it's a reference to the InputData script that the video shows before the TriggerInputDetector script.
well.. this thing "using Unity.XRContent.Interaction" does not work for some reason. And I can not find any solution anywhere on how to actually get the values from this Knob. Error: The type or namespace name 'XRContent' does not exist in the namespace 'Unity' (are you missing an assembly reference?). UPD for this after abt 8 hours of mindfight : this thing "using Unity.XRContent.Interaction" only works, if that name space exists somehow in your project. As I was trying to port a Dial into my own separate project - it was impossible to reach XRKnob, without the namespace. AND THIS IS NOT EXPLAINED ANYWHERE, besides it is probably the main purpose for anyone to use these examples. And what is "namespace" and how to identify the exact this one and where to look for it - is not explained anywhere aswell. If you need the same thing which I needed - basically turning a knob and controlling something - you will have to describe your own namespace inside your own script. And mind that at least in Unity 2022 latest XRI examples the namesapce syntax is different - it is : "namespace UnityEngine.XR.Content.Interaction" . You will have to type : " using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.Events; using UnityEngine.XR.Interaction.Toolkit; using TMPro; using UnityEngine.XR.Interaction.Toolkit.Samples.StarterAssets; namespace UnityEngine.XR.Content.Interaction { public class YourScript : MonoBehaviour { //////////...and right here you will identify XRKnob and create public voids with it, e.g.: public float KnobValue; [SerializeField] [Tooltip("Stores the knob used to set Something")] XRKnob m_TurnSomethingKnob; public void KnobRotate() { KnobValue = m_TurnSomethingKnob.value; //// your instance ........SendFloat("whatever", KnobValue); } }} " you're welcome
Hi. Its this possible via WIRELESS? Kindest reguards.
Yes.
thank u
can you upload your modern cabinet prefab with the joints and everything. Mine is working completely differently but not smoothly. I NEED TO Understand this.
hey ! Thank you for your vids =) could you do a tutorial for the lighter and the candle ? It make me crazy x)
Hello can I have the assets I really need it for the game I am developing for our research and development🥹
Great tricks for getting the sockets in the exact right spot
Hello, I would like to increment or decrement the CurrentModel variable.. but the primarybutton and secondary are always true !! could you help me ? many thanks using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR; public class Switch_Models : MonoBehaviour { bool incrementDone = false; private enum ControllerSide { Left_Controller, Right_Controller, } [SerializeField] private ControllerSide m_controller; private InputDeviceCharacteristics m_caracteristics; private bool m_debugMode = true; private GameObject[] Models; private int _CurrentModel; public int CurrentModel { get { return _CurrentModel; } set { if (_CurrentModel != value && Models.Length > 0){ Models[_CurrentModel].SetActive(false); if (value >= Models.Length){ _CurrentModel = 0; } else if(value < 0){ _CurrentModel = Models.Length - 1; } else {_CurrentModel = value;} Models[_CurrentModel].SetActive(true); } } } void Start () { if (DebugLogger.current == null) m_debugMode = false; if (m_controller == ControllerSide.Left_Controller) { m_caracteristics = InputDeviceCharacteristics.Left; } else { m_caracteristics = InputDeviceCharacteristics.Right; } Models = new GameObject[transform.childCount]; for(int i = 0 ; i < Models.Length ; i++){ Models[i] = transform.GetChild(i).gameObject; Models[i].SetActive(false); } if (Models.Length > 0){ Models[0].SetActive(true); _CurrentModel = 0; } } void Update () { List<InputDevice> m_device = new List<InputDevice>(); InputDevices.GetDevicesWithCharacteristics(m_caracteristics, m_device); if (m_device.Count == 1) { CheckController(m_device[0]); } else { if (m_debugMode) DebugLogger.current.AddLine("Controlller not found"); } } private void CheckController(InputDevice d) { bool primaryButtonDown = false; d.TryGetFeatureValue(CommonUsages.primaryButton, out primaryButtonDown); incrementDone = false; if (primaryButtonDown) { //if (m_debugMode) DebugLogger.current.AddLine("Primary Button down"); CurrentModel++; } else { if (m_debugMode) DebugLogger.current.AddLine("Primary Button up"); } bool secondaryButtonDown = false; d.TryGetFeatureValue(CommonUsages.secondaryButton, out secondaryButtonDown); if (secondaryButtonDown) { if (m_debugMode) DebugLogger.current.AddLine("Secondary Button down"); CurrentModel--; } else { if (m_debugMode) DebugLogger.current.AddLine("Secondary Button up"); } } }
Very cool solution one challenge I"m running into is if I rotate the magnifying lens it turns into a mirror. Does this happen for anyone else?
But wait a minute If he unscrewed the side cap can't he just unscrew the little screws there and it pops right open?
Code here + BONUS: Set your own speed! using System.Collections; using System.Collections.Generic; using UnityEngine; public class Rotate : MonoBehaviour { public float rotationSpeed = 30f; // Rotation speed in degrees per second // Update is called once per frame void Update() { transform.Rotate(0, rotationSpeed * Time.deltaTime, 0, Space.World); } }
very usefull thanks so much. you saved my hours of time keep it up
Nice ❤❤❤❤❤❤
There's no audio stream though.
Same
Hey everyone, I'm a pretty shit pixel artist, but I'm a decent programmer. If anyone wants to collaborate, anyone who is a good artist, reply. Thanks.
Copying the sprite folder worked for me. You're the man!
thanks dude really helpful to understand properly for making a script thanks
does this work with then openxr device simulator?
THAT.....my friends is the HARD way of doing it! Yes, there IS a lot easier way! However, being one of the FEW HONEST Locksmiths around, I WILL NEVER reveal the easy way! Have fun with this method!
This would have worked but I put super glue in the screw hole to make it impossible to unscrew The end cap.
I would really love to see you do the card reader bonus challenge, where you have to create a card reader, where the card snaps to a track.
as soon as i hit start stream on the sidequest app, my quest 2 itself has no audio anymore and when i stop the stream, my quest 2 has audio again
same is there a fix to this i mean i hear audio in the stream but not in my oculus
That's because the audio transfers over to your pc. You cannot really change this I think, maybe by using a adb command or changing something in the side quest files. But I wouldn't recommend changing anything in the side quest files unless you know what you're doing..
Hi There! I watched a few of your Unity Create with VR Challenge videos and they were super helpful! I was wondering if you had any insights on using XR Grab Interactables and Spring Joints to create a VR pull cord interaction for a lamp.
Now how dobyou do this with angles.
This works, thanks for that.
I was completely lost since I know my code was working, then I figured it out that the Teleportation Area locks the rotation of the reticle to the rotation position, so yes, this is a clever solution for that!
Thank you very much🤝🤝🤝
Question - Is calling ]Invoke("SpawnRandomBall")] inside of each call to [SpawnRandomBall()] going to be nesting? Should we call [CancelInvoke] before calling Invoke again each time?
I don't think you need to Cancel invoke if we aren't using InvokeRepeating. We're just using one Invoke here.
I think the toolkit is aligning the reticle to the anchor object constantly. I did a bit of digging but there are so many name spaces and inherited scripts that it would take a long time to find out whats locking it in position. Having the child rotate is a very good work around as the orientation will just be performed on the parent object! Nice.