How to Interact in VR - Oculus Interaction SDK - PART 1

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  • เผยแพร่เมื่อ 5 ก.พ. 2025

ความคิดเห็น • 351

  • @roberthovey5858
    @roberthovey5858 2 ปีที่แล้ว +68

    For those folks looking for the InputOVR component like I was:
    Unity now has a OculusInteractionSampleRig that bakes in all of the initial setup. No more need for setting up prefabs for controllers or hands!

    • @gameartservice9924
      @gameartservice9924 2 ปีที่แล้ว

      how to Implement movement and turnaround using this Oculus Integration.

    • @BlueRabbit477
      @BlueRabbit477 2 ปีที่แล้ว +8

      Not sure if I'm just missing a file but couldn't find the Transformable script. I think its been replaced with Grabbable. I found a video by Dilmer Valecillos, Interaction SDK #3. That is a bit more up to date

  • @ValemTutorials
    @ValemTutorials  2 ปีที่แล้ว +92

    GUYS READ THIS IF YOU ARE STUCK !
    The new Oculus Integration update 38 has made some small modification to the Interaction SDK setup here they are for this video :
    - At 4:19 you cannot drag the OVR Camera Rig directly in the input OVR anymore, instead you need to add first a "Interaction OVR Camera Rig" component to the OVR Camera Rig and then you will be able to drag it.
    - If you cannot see your hands make sure to go to inputOVR > Input Data Provider Update Trigger OVR and then uncheck "Enable Update" and "Enable Fixed Update" to get rid of the warning.
    - The "Transformable" component has been renamed to "Grabbable", it is the same as before except that now you need to drag the Grabbable component in all Interactable component as the "Grabbable" variable (before it was the other way around we had to drag the interactable in the transformable component as shown at 7:33)
    All of these update are done in the PART 4 of the tutorial series where I update the project to Oculus Integration latest version.
    If you have any issue make sure to post it and look at the other comment so that I can update this post for future people that come here. :)

    • @garthflint
      @garthflint 2 ปีที่แล้ว

      I unchecked 'Enable Update' and 'Enable Fixed Update'. Still no hands. I do have controllers and all the buttons move in VR. I will continue through the tutorial and the series with just the controllers. It would be nice to have hands though.

    • @darshitgandhi1296
      @darshitgandhi1296 2 ปีที่แล้ว +1

      I am facing problems in using the new SDK(V38). I need to implement Grab with hands and controllers and also need to move characters in the 3d world.
      but for interaction, I need to attach "InteractionOVRCameraRig.cs" to OVRCamera. and for movement, I need to attach "OVRCameraRig" to OVR camera. and I can use only one. please help

    • @JBernBZH
      @JBernBZH 2 ปีที่แล้ว +4

      about 4:19 correction, I don't see "Interacton OVR Camera Rig" neither (not listed in add component)

    • @toninotonnato7776
      @toninotonnato7776 2 ปีที่แล้ว +6

      For me at 7:46 I cannot lift the cube, but somehow it gets dragged around (like the one-hand restricted movement). Did anybody have the same problem?

    • @toninotonnato7776
      @toninotonnato7776 2 ปีที่แล้ว +4

      Ok, I found the other comment. You need to add PhysicsTransformable to the object and reference it in the Interactable script to fix the grab

  • @Project-NSX
    @Project-NSX 2 ปีที่แล้ว +84

    For those wondering why the InputOVR component is different now and no longer has references to the controllers and hands: Just delete the OVRCameraRig and InputOVR from your scene and search for and add the OculusInteractionSampleRig to your scene, this has everything already set up for you :)

    • @nicolaskamien1825
      @nicolaskamien1825 2 ปีที่แล้ว +2

      Dude, you just solved a major issue for me. For anyone having problems with the Universal Render Pipeline (URP), just use this asset that mike mentioned instead of doing what is suggested in the tutorial above and it will be working flawlessly. Thanks!!

    • @AnasMations
      @AnasMations 2 ปีที่แล้ว +1

      Thank you so much dude!

    • @kenzyakato3680
      @kenzyakato3680 2 ปีที่แล้ว +2

      You are my hero dude!!!

    • @karolledzinski710
      @karolledzinski710 2 ปีที่แล้ว

      Many more things has been changed since that tutorial, now hands tracking pick up objects doesn't work at all...

    • @Project-NSX
      @Project-NSX 2 ปีที่แล้ว

      @@karolledzinski710 My experience with hand tracking is a lot like when I first started using the XR Interaction toolkit. I feel Oculus interaction hand tracking needs time to develop to become less of a pain to use and work with. In contrast the XR Interaction Toolkit has now fixed a lot of the stuff that made it really awkward to use, but does lack hand tracking for obvious reasons.

  • @LloydTUnicorn
    @LloydTUnicorn ปีที่แล้ว +48

    As others have pointed out: The "Transformable" script is now called "Grabbable". Be sure to drag that component to the "Pointable Element" field inside the "Grab Interactable" script. Then your controllers will be able to grab that pesky cube 👍

    • @호두아빠-q9i
      @호두아빠-q9i ปีที่แล้ว

      I added Grabable and Grab Interactive to the cube I need to lift, and assigned the cube itself to Grab Interactive > Pointable Element and Grab Interactive > Rigidbody But I still can't lift the cube. Do you know what the problem is?

    • @호두아빠-q9i
      @호두아빠-q9i ปีที่แล้ว

      I enabled OculusInteractionSampleRig>OVRCameraRig>TrackingSpace>LeftHandAnchor>LeftOVRHand>OVRSkeleton>EnablePhysicsCapsules, but I couldn't pick up the cube only because it was pushed by my hand.

    • @imenlazher-o8d
      @imenlazher-o8d 11 หลายเดือนก่อน +1

      thank you

    • @PoboyMusic
      @PoboyMusic 11 หลายเดือนก่อน +1

      Its so hard to get a handle on this stuff when then change things so much. Tutorials just a year old are out of date.

    • @palesankosi56
      @palesankosi56 7 หลายเดือนก่อน

      im using version 2021.3.39f1 and still i cant find grabbable or transformable please help i am stuck

  • @FoxFigueiredo
    @FoxFigueiredo 2 ปีที่แล้ว +18

    For those who are having issues regarding the hands not appearing:
    1 - If you're using URP, convert materials (manually)
    2 - OVRCameraRig -> OVR Manager > Quest Features > Choose: Controllers and Hands + Hand Tracking Version V1 or V2
    3 - Enable Hand Tracking in your device (Settings)

    • @jorgealbertogonzalezgil5192
      @jorgealbertogonzalezgil5192 2 ปีที่แล้ว

      What do you mean by the third point?

    • @FoxFigueiredo
      @FoxFigueiredo 2 ปีที่แล้ว +1

      @@jorgealbertogonzalezgil5192 Sorry for the late response: In your device, go to settings > Hands and Controllers and enable Hand Tracking. It seems obvious but sometimes it's not set.

    • @ogbitseadanoritsewo9142
      @ogbitseadanoritsewo9142 2 ปีที่แล้ว +1

      Thank you so much it worked for me. But how do you go about no 1?

    • @ogbitseadanoritsewo9142
      @ogbitseadanoritsewo9142 2 ปีที่แล้ว

      @@FoxFigueiredo Thank you everything is working perfectly aside the inputovr that didn't come with child class

    • @unessben89
      @unessben89 2 ปีที่แล้ว +1

      @@jorgealbertogonzalezgil5192 to be able to see hands when you run it

  • @SeanBannister
    @SeanBannister 2 ปีที่แล้ว +22

    I wish this was part of XR Interaction Toolkit or something similar so it could be cross platform as more headsets add hand tracking.

  • @hangazheng9165
    @hangazheng9165 2 ปีที่แล้ว +29

    In SDK 42.0 The [Grabbable] property in [Grab interactable] script is replaced by [Pointable Element]. So you need to drag the [grabbable] into [Pointable Element]

    • @VrainbowStudioGame
      @VrainbowStudioGame 2 ปีที่แล้ว +2

      I have big problem by version 42.0 . I cant move the grab object ,can you show your tutorial pls

    • @danielgacha3591
      @danielgacha3591 2 ปีที่แล้ว

      Thank bro

    • @szymonduda690
      @szymonduda690 ปีที่แล้ว

      Thank you!

  • @11thAlchemist
    @11thAlchemist 2 ปีที่แล้ว +16

    Quick note to anyone who has invisible hands when hand-tracking. If you are using URP, you need to update the render materials. I was expecting bright pink hands but instead they were just invisible until I converted the materials

    • @alroma6609
      @alroma6609 2 ปีที่แล้ว +1

      It doesn't even let me convert the materials. I get an error saying that there's nowhere to convert those materials :(

  • @aregbedavid8007
    @aregbedavid8007 2 ปีที่แล้ว +8

    Update for 7:41 you need to add physics grabbable component along with component along with the new changes in valem's comments

    • @matricemat1061
      @matricemat1061 2 ปีที่แล้ว

      you made my day, thank you !

  • @falconerodland
    @falconerodland 2 ปีที่แล้ว +19

    OVRCameraRig would not be accepted as the reference rig by OVRInputs. (v38 of Oculus Integrations.) This is because OVR Inputs expected an "Interaction OVR Camera Rig". So I looked that up in the package and it was a little script. Adding that to the OVR Camera Rig made it possible to reference in OVRInputs. And I could continue the tutorial from there.
    Another note is "Transformable" scripts are already deprecated, replaced by "Grabable".

    • @rosx_8446
      @rosx_8446 2 ปีที่แล้ว

      I am having the same error at the bottom

    • @11thAlchemist
      @11thAlchemist 2 ปีที่แล้ว +1

      Thanks for the note on adding the InteractionOVRCameraRig script to the OVRCameraRig Prefab

    • @darshitgandhi1296
      @darshitgandhi1296 2 ปีที่แล้ว

      @@11thAlchemist are you able to move the player after adding InteractionOVRCameraRig script to the OVRCameraRig?

    • @nixter361
      @nixter361 2 ปีที่แล้ว

      Michael Odland - Your comment helped me solve the issue. I was wondering if you made the hands grab objects after replacing "Transformable" with "Grabbable" ?

  • @khalidal-hasan9535
    @khalidal-hasan9535 2 ปีที่แล้ว +4

    If you still can't grab the object by hand, select the InputOVR from the scene then go to the input data provider update component and make sure to untick Enable Update & Enable Fixed update options.

  • @THE_ONLY_GOD
    @THE_ONLY_GOD 2 ปีที่แล้ว +3

    Valem: It is MUCH MORE RECOMMENDABLE to show how to do all of that with only Unity and minimal necessary Oculus software. That way the tutorials will actually stay correct more than a week.

  • @chriswhite7439
    @chriswhite7439 2 ปีที่แล้ว +4

    I can't find InputOVR prefab in the 47.0....

  • @vincentrezzoug7442
    @vincentrezzoug7442 ปีที่แล้ว +2

    Are you going to make a new series with the Meta XR SDK as Oculus Integration is deprecated now

  • @felixpias2047
    @felixpias2047 2 ปีที่แล้ว +7

    Hello Valem,
    there are errors coming up as soon as I integrate the InputOVR and I dragged the OVRCameraRig into the InputOVR Config. OVRCamerRig as i Press play 4:25 -> "ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index" (2x ControllerInteractors and 2x HandInteractors) ... I dont get further. Any help?

    • @3desart611
      @3desart611 2 ปีที่แล้ว +1

      Same errors here😭

    • @3desart611
      @3desart611 2 ปีที่แล้ว +4

      I fixed it here, I changed "interactor Driver Group Strategy" to "FIRST"

    • @lawrenauh
      @lawrenauh 2 ปีที่แล้ว +1

      @@3desart611 same issue here...which line to change it in InteractorDriverGroup.cs?

    • @williamebbesen6256
      @williamebbesen6256 2 ปีที่แล้ว +1

      @@3desart611 Hi we have the same issue. where do you set the "interactor Driver Group Strategy" to first?
      On all interactors or only the hands?

    • @lawrenauh
      @lawrenauh 2 ปีที่แล้ว

      @@williamebbesen6256 There is no need to care about the error here. when you have set up your controller and hand grab interactor later on, the error will disappear itself.

  • @THE_ONLY_GOD
    @THE_ONLY_GOD 2 ปีที่แล้ว +2

    YES! SHOW HOW TO SHOW HANDS AND CONTROLLERS WITH HAND ANIMATIONS (INCLUDING THE TOUCH ANIMATIONS FOR CAPACITIVE BUTTONS)!!! Thanks in advance!

  • @Snowboardjunkie-vr4in
    @Snowboardjunkie-vr4in 2 ปีที่แล้ว +2

    Hey, I'm a total noob in Unity and VR, but I found a fix that worked for me with the disappearing hands. I applied the changes above, but it didn't work (still do these). After that, I went into the OVRCameraRig > OVR Manager > Quest Features and changed Hand tracking support to 'Controller and Hands' and V1 of the version. This might seem obvious but before I was able to use the finger gestures in the game without the hands showing up, which seemed like the hand tracking is enabled. I hope this helps :)

  • @brianking6681
    @brianking6681 2 ปีที่แล้ว

    I had a bit of work to do to make the modifications needed to work with v41, but I got it all working. It is impressive (not in a good way) how much Oculus (Meta ugh...) likes to change the SDK API between versions. A bit ridiculous if you ask me. We're at version 42 now?!?? It seems that stability with the API is merited by now. Oh well, welcome to VR development. But your videos are great, my friend. Keep up the good work!

    • @nguyentrung6157
      @nguyentrung6157 2 ปีที่แล้ว

      hi guy, can i refer to your settings for version 41? I really need that, because the 2 versions are so different, and it's really hard for me! Please!! Thank you so much!

  • @leophyte9663
    @leophyte9663 2 ปีที่แล้ว

    Damn it, I was doing your other tutorials on your (main?) channel, and found this one by mistake... this is so much easier ;-; can't wait for the next ones

  • @lucamanderioli8693
    @lucamanderioli8693 2 ปีที่แล้ว +26

    Hi Valem, thanks for the tutorials! Unfortunately for those starting now the new version 40 of the Oculus Integration is completely different (much more than the 38).
    For example the inputOVR has only one child (HMD), it no longer has "Hands" and "Controllers" like in your videos.
    You've already covered the changes with version 38 in the 4th video of this series.
    Is it possible to know how to integrate with version 40 too?

    • @xanderdevelops
      @xanderdevelops 2 ปีที่แล้ว +20

      You can replace the OVRCameraRig with the prefab InteractionRigOVR-FullSynthetic which contains eveything Valem adds. There are a few things you still will have to add manually such as the HandGrabInteractor

    • @fromcolombiawithlove5690
      @fromcolombiawithlove5690 2 ปีที่แล้ว

      @@xanderdevelops Thank you! Also run into this

    • @antonioamaya3762
      @antonioamaya3762 2 ปีที่แล้ว +1

      @@xanderdevelops Hi, i did just that, but when im adding the HandGrabInteractor, i cant drag to the controller ref the LeftControllerHand or the RightControllerHand, do you know how to solve it?

    • @xanderdevelops
      @xanderdevelops 2 ปีที่แล้ว +3

      ​@@antonioamaya3762 hmm, are you sure you are adding the "HandGrabInteractor" to the ControllerHandInteractors? and that you are dragging the LeftControllerHand/RightControllerHand? And everything is under "Controller hands"? I'm not really sure whats going on.
      In any case, if you don't manage to get it working, you can find another prefab (which for some reason I can't find it using the search bar) called "InteractionRigOVR-Synthetic". It is located under Assets > Oculus > Interaction > Samples > Scenes > BasicGrab. It has everything set up.
      Hope it helps.

    • @messerfavella
      @messerfavella 2 ปีที่แล้ว

      @@xanderdevelops Thank you!

  • @SuperKonar83
    @SuperKonar83 2 ปีที่แล้ว +7

    InputOVR -> hands + controllers aren't visibile, just delete OVRCameraRig and inputOVR and replace them by OculusInteractionSampleRing and you will see that all the start of the tutorial is already set upped.
    HelloWord ! for all

    • @xianwang2532
      @xianwang2532 2 ปีที่แล้ว

      help a lot!

    • @safdardeveloper3804
      @safdardeveloper3804 2 ปีที่แล้ว

      Hands tracking move with camera when turning left or right please help.

  • @kiralight6825
    @kiralight6825 ปีที่แล้ว +5

    Hello I followed the tutorial, and the steps mentioned in the model for later versions. However, I still can not grab the cubes.
    My Unity Editor version is 2021.3,22f1 and I used OculusInteractionSampleRig and Grabbable and still can't grab the cube.
    Any help is greatly appreciated. Thank you.

  • @habibahesham6615
    @habibahesham6615 11 หลายเดือนก่อน

    Hello Valem, Thank you for always sharing your knowledge and expertise. Unfortunately, with the Meta XR Interaction SDK OVR Integration, everything is different now :/ hope there will be an update soon.

  • @AlexOrzaez
    @AlexOrzaez 2 ปีที่แล้ว +3

    I cannot grab objects with the hands with v.38 :( I am only able to grab them with controller

  • @LAW-ion
    @LAW-ion 2 ปีที่แล้ว +2

    Hello,
    I am using Unity 2021.3.7f1 and while following the tutorial, at 3:53, the InputOVR is having just 1 component under it namely Hmd. I tried downgrading to 2020.3.5f1 version to test but stuck with same result.
    Please help to understand and fix this.

  • @THE_ONLY_GOD
    @THE_ONLY_GOD 2 ปีที่แล้ว +1

    How to show hands AND controllers with the animations (including capacitive button touches) like Oculus apps often do? Thanks in advance!

  • @AirlinesMC
    @AirlinesMC 2 ปีที่แล้ว

    This will be AMAZING

  • @Project-NSX
    @Project-NSX 2 ปีที่แล้ว +4

    Great video thanks Valem! I've also been looking into this recently but found the setup to be pretty weird as the documentation for grabbing via the hands seems to be out of date. Apparently they're going to significantly change how we set up interactables in the near future, which is both good and bad. Did you find the physics on the objects to go a bit crazy when you dropped them with the hands by any chance? Mine seem to being thrown at force downwards on release. It sucks there's no hover/select/exit events we can use, but that's probably why they're changing stuff soon.

    • @Project-NSX
      @Project-NSX 2 ปีที่แล้ว +2

      Nevermind. Adding the PhysicsTransformable script to the object fixed it!

  • @TacticalAssaultOfficial
    @TacticalAssaultOfficial 2 ปีที่แล้ว +2

    Hey Valem, I’d love to request a tutorial on how to punch characters in VR that turn into ragdolls 😁

  • @philipchristiansen3824
    @philipchristiansen3824 2 ปีที่แล้ว +4

    Hey, I really appreciate your videos! In the new Version (40) there is a change to inputOVR. There are no controllers or hands. I am looking for help :). Thanks in advance!

    • @philipchristiansen3824
      @philipchristiansen3824 2 ปีที่แล้ว +9

      it is now called OculusInteractionSampleRig

    • @nikunjsethi9351
      @nikunjsethi9351 2 ปีที่แล้ว

      @@philipchristiansen3824 Thanks man, this helped

  • @dio3749
    @dio3749 2 ปีที่แล้ว +2

    Again great tutorials Valem. I have an Oculus Rift S. Can i use hands instead of controllers prefab?

  • @wikramabbas909
    @wikramabbas909 ปีที่แล้ว

    3:16 my quest 2 is connected with my macbook but its not controlling anything inside unity? what could be the reason?

  • @AnirudhDESIgner
    @AnirudhDESIgner ปีที่แล้ว

    it was a great to watch. On which tool you are using for this?

  • @KaijieHuang1185
    @KaijieHuang1185 2 ปีที่แล้ว

    This is a life saver! thank you so much!

  • @Neurovin
    @Neurovin ปีที่แล้ว

    Thank you very much for your excellent education
    I wanted it to be red when we hold the cube with the right hand and blue when we hold the same cube with the left hand.
    How should I do?

  • @lewisgaming4879
    @lewisgaming4879 2 ปีที่แล้ว

    This Was Awsome Thank You

  • @dazzt9084
    @dazzt9084 2 ปีที่แล้ว +2

    there is no existing documentation i can find on snapping the hand to a specific part of the object, could you please feature this in the tutorial too? I need help with it 😅

  • @dre38w
    @dre38w 2 ปีที่แล้ว +1

    This is great! Is there a way to combine the accuracy of the InputOVR/interactable method here and the customization of using OVRGrabber for various gameplay actions? I need to know what was grabbed.

    • @dre38w
      @dre38w 2 ปีที่แล้ว

      So in case anyone else is wondering this: There is a component you can put on the interactable object called Interactable Unity Event Wrapper. It allows you to do all the custom code gameplay stuff by calling script functions through that depending upon the desired state of the interaction.

  • @souravdhali6006
    @souravdhali6006 ปีที่แล้ว +3

    InputOVR is not there in my package what to do then .?

  • @danieldubinko9561
    @danieldubinko9561 ปีที่แล้ว

    Can you make a video of how to create movement in VR without needing the controllers and only walking forward to move? Example game is blade and sorcery

  • @Ricker-qv9mh
    @Ricker-qv9mh ปีที่แล้ว

    This video is how it uses two hands, but what configurations should I do so that it can use the 2 pointers, that is, the one on the left and the one on the right?

  • @m1dn1ghtfury
    @m1dn1ghtfury 2 ปีที่แล้ว +3

    Guys I'm using the latest version of the Oculus integration package which is 46.0 and when I search for InputOVR and darg and drop the prefab in the scene it has no children like Valem's.
    Someone please tell me how to fix this issue.

    • @MiniBiskuit
      @MiniBiskuit 2 ปีที่แล้ว

      me too

    • @mwmw1999
      @mwmw1999 2 ปีที่แล้ว +2

      for version 46 use OculusInteractionSampleRig contains the Camerarig and the inputOVR with Hmd, controller and hands

  • @akshatsinha2119
    @akshatsinha2119 2 ปีที่แล้ว +2

    If someone is unable to have the grab working in newer Oculus API's with the grabbable component, I found a fix for it. Uncheck "Enable Update' and "Enable Fixed Update" under "Input Data Provider Update Trigger" component in the InputOVR GameObject.

  • @hyunjinkim645
    @hyunjinkim645 2 ปีที่แล้ว

    You're the best!!

  • @Kanakapallianurag
    @Kanakapallianurag ปีที่แล้ว

    this became old , please create new series on meta all in one sdk

  • @skopelosgate4
    @skopelosgate4 ปีที่แล้ว

    @valemtutorials Great tutorial serries! Do you know how you can display the hands and the controllers simultaneously ? I would really like to show the hand movement when pressing the buttons. One way would be to animate the movements, but is there a faster way? thanks a lot! :)

  • @Tactic3d
    @Tactic3d 2 ปีที่แล้ว +1

    Vidéo bien ciblée et qui couvre bien et rapidement les principes. Merci

  • @1979zeesh
    @1979zeesh ปีที่แล้ว

    hi, i followed all steps till 4:25 to show basic hand mesh as you showed. but in my oculus, nothing is shown. when i grab controllers, they are visible but when i put them down no hands appear. is there something in missing like some settings in headset itself or anything else? i followed the steps many times

    • @kaushikpaddy7467
      @kaushikpaddy7467 ปีที่แล้ว +1

      I had that issue. For me it was just that the hands were using legacy materials which would not render on my version of unity so making a new mat worked for me

    • @1979zeesh
      @1979zeesh ปีที่แล้ว

      @@kaushikpaddy7467 thnaks mate...i fixed that after few days of my comments. i didnt add the android part as i was thinking its not needed for oculus but later i realized its a must for oculus apps.....im still learning :)

    • @Sam_r16
      @Sam_r16 10 หลายเดือนก่อน

      Did you get the solution?

  • @cyber_habanero
    @cyber_habanero 2 ปีที่แล้ว +1

    This is so funny, what you show is how easy hands/controller setup was with old Oculus Integration, before they came up with the XR-crap where you need half an hour to setup. Now we use Ocu. Integr. to make hand-setup in XR a bit easier? 🙂
    Why Unity/Oculus/Suckermeta could not come with such a XR-prefab with hands, animation, teleport -controller out of the box? For example to choose in the Unity 'Hub'?
    But thank you for this tut anyway. 👍

  • @awarts3415
    @awarts3415 2 ปีที่แล้ว

    Hi ya, only just come across your channel. I am planning a game with occulus integration and snapping. I know that your series on your other channel uses snapping for XR interaction toolkit, does occulus have verision that matches those features?

  • @abdulhannan1425
    @abdulhannan1425 2 ปีที่แล้ว

    what is the VR system that you are using and which controllers are you using

  • @himanshu8750
    @himanshu8750 10 หลายเดือนก่อน

    i don't have a VR device....I need to make the VR game for my college project.... can I still make a game ...If yes how can I check the hand movement as if they will be working fine when played ?

  • @3desart611
    @3desart611 2 ปีที่แล้ว

    Hello Valem, thank you very much for the videos, you are the man! Is there a way to get around with the controls?
    thank you

  • @aloestylez3434
    @aloestylez3434 2 ปีที่แล้ว

    awesomeee I really want this

  • @ddvictor
    @ddvictor 2 ปีที่แล้ว +1

    Hey, i loved the tutorial series, but I couldn't make it work at all. I can only use the OVR 46.0 version, and eben though I can see my hands, I can't grab anything. even trying one of the ready scenes that come with the OVR I use exactly the same scripts on the objects and still can't grab anything. :/

  • @travist1169
    @travist1169 2 ปีที่แล้ว +3

    I am confused as to how you get hand tracking enabled while in play mode. This requires link for me and I can't get hand tracking to work using link? I connect to air link with hand tracking, and as soon as I start the game it connects to the controllers and will not change to hand tracking or seem to recognize it at all.
    edit: wont detect it on build either. Tried multiple installs now. Not sure why it's not working. :(

    • @lawrenauh
      @lawrenauh 2 ปีที่แล้ว

      You should first enable hand tracking options in the oculus system settings.

  • @1979zeesh
    @1979zeesh ปีที่แล้ว

    amazing titorial as always....i subscribed to the channel after watching ur so many videos
    my question: how to remember all these steps when we are replicating it for multiple projects? its making me crazy :(

  • @1337sh337
    @1337sh337 2 ปีที่แล้ว +1

    How do I change snap-type in the updated version with grabbable?

  • @Amir-up6zd
    @Amir-up6zd 7 หลายเดือนก่อน

    Can i use quest 1 for this sdk

  • @ronjart
    @ronjart 2 ปีที่แล้ว +1

    I unsuccessfully tried to make my hands show up, trying some of the suggestions here in the comments. It turned out that I had to enable hand-tracking in my quest menu (Settings -> Hands and Controllers).

    • @FoxFigueiredo
      @FoxFigueiredo 2 ปีที่แล้ว +1

      Oh, my god! I am so nooooooob. Thank you!

  • @arran2900
    @arran2900 2 ปีที่แล้ว +1

    The InputOVR doesn't contain the controller and hand folders. It only contains "hmd". Did he go over this again in a up-to-date video?

    • @itsowaisiqbal
      @itsowaisiqbal 2 ปีที่แล้ว +3

      It is now called OculusInteractionSampleRig.

  • @pixelb0i255
    @pixelb0i255 2 ปีที่แล้ว

    Good video, but seems as soon as these videos drop - Oculus updates it making the videos dated. Like the OVRInput no longer has the additional components demonstrated here.

  • @ruijiewang9894
    @ruijiewang9894 2 ปีที่แล้ว

    FYI if you have tried all the previous workarounds and your hands still don't show up- make sure you have hand tracking enabled on your Quest settings by default :P

  • @laythibrahim2800
    @laythibrahim2800 2 ปีที่แล้ว

    Are there any packages for the hp reverb g2 headset? Thank you in advance

  • @MrFhuber
    @MrFhuber 2 ปีที่แล้ว

    👍 great!!!

  • @namanbajpai2419
    @namanbajpai2419 ปีที่แล้ว

    hello i have downloaded one character from mixamno now i want to interact with handtracking plz make a video on it or plz suggest some help

  • @MetaversoJuliXR
    @MetaversoJuliXR 2 ปีที่แล้ว

    I only want see hands, even when controllers are in hands, I would be very thankful for any info.

  • @KevinHarper3DArtist
    @KevinHarper3DArtist ปีที่แล้ว

    Any idea how one would make an interactable that has both a translation and rotation transformer? I would like to be able to pull an object on one axis and allow rotation on one axis.

  • @徐亦昶
    @徐亦昶 2 ปีที่แล้ว

    I wonder if I can get the coordinate once my hand pokes. I'm going to design a remote control using pure hand interaction.

  • @jackboback2721
    @jackboback2721 2 ปีที่แล้ว +1

    the hands/controllers dont show up and the camera starts spazzing out

  • @PrasannaMidathada
    @PrasannaMidathada 6 หลายเดือนก่อน

    i am uable to ovrcamera rig in the latest version then how to find

  • @DavidZobristGames
    @DavidZobristGames 2 ปีที่แล้ว

    If we choose to use the Oculus sdk will this stuff still work on other headsets aswell? (except hand tracking) Or if we plan to support other headsets should we use Unity XR tookit instead?

  • @solenne3796
    @solenne3796 2 ปีที่แล้ว

    Hey! URGENT HELP NEEDED. I'm at 3:20 of the video and the hands arent showing up!! Oculus is recognizing that my controllers are down because the oculus sign comes up, but no hands are showing up!!
    In the OVRCameraRig Manager Hand Tracking Support, I tried changing it to "Controllers and Hands" but it still doesnt seem to work :(. How can I get the hand tracking to work on my app!! THANK YOU SO MUCH.

    • @paoloboni628
      @paoloboni628 2 ปีที่แล้ว

      enable the oculus hands in the oculus menu

    • @solenne3796
      @solenne3796 2 ปีที่แล้ว

      @@paoloboni628 i did :(

    • @garthflint
      @garthflint 2 ปีที่แล้ว

      @@paoloboni628 I found the Oculus menu in the menu bar. Now where do you enable the hands?

    • @paoloboni628
      @paoloboni628 2 ปีที่แล้ว

      @@garthflint in the oculus settings search for “gesture tracking” or “hands tracking”

  • @FireBlast2.0
    @FireBlast2.0 2 ปีที่แล้ว

    Can you continue the tutorials on multiplayer with photon pun 2 in vr i wanted a tutorial on usernames if thats possible id really love to see that because i dont use photon often

  • @MohammedReda-oe6xy
    @MohammedReda-oe6xy 2 ปีที่แล้ว

    Hi..I need help please
    Can u help me how to mirror the hand in Oculus integration
    I mean that when I do something with my right hand in reality, VR shows that left hand is doing that thing

  • @mido_amr
    @mido_amr ปีที่แล้ว

    hi and thank you very much for your tutorial, unfortunaltely im stuck now to make my object grabbable, as the component you are using are no longer available, i know that is a pain in the ass to update the same video all over again, but can you please make a HOWTO script somewhere in gdrive to download without making a whole new video. i have just started using unity and VR for university project and i can't follow up with these changes :(

  • @mr.kofeek
    @mr.kofeek 2 ปีที่แล้ว

    3:52 I'm working on version of 2021.3.9f and for some reason I do not have InputOVR. can someone explain what should i do?

    • @monikaa.9939
      @monikaa.9939 2 ปีที่แล้ว

      I have the same problem

  • @safdardeveloper3804
    @safdardeveloper3804 2 ปีที่แล้ว

    Hands tracking move with camera when turning left or right please help.

  • @simons3943
    @simons3943 2 ปีที่แล้ว +1

    Hey I've been experimenting with Unity for building a VR piece, and have also previously had success with showing hands and controllers in VR but for some reasy in my latest projects it just never shows the controllers nor the hands. its really weird cause they even cast shadows in VR so they are there but doesn't matter what tutorial I try the hands or controllers never show. Any hints on what I should check? Thanks in advance!

    • @helentsai4518
      @helentsai4518 ปีที่แล้ว

      I have the same issue after build, did anyone have the answer?

  • @zakrzew3d
    @zakrzew3d ปีที่แล้ว

    Hi Unity is better for Oculus App with handtracking ? I ill develop in UE 4 and 5, I have much problems with ... configuration

  • @beefsweater
    @beefsweater 2 ปีที่แล้ว +1

    Awesome video! I am finding this very useful to quickly get going in building some fun stuff in Unity!
    I am having an issue with the OVR Camera rig, though. The InputOVR isn't letting me put the OVRCameraRig in its place in the InputOVR where it asks for the camera rig (script). Any idea why this might be? Anyone have any advice? @Valem
    The camara rig is in the game, but it's not showing up as an option when I look at options in the script reference.

    • @zhenwang8088
      @zhenwang8088 2 ปีที่แล้ว +3

      Add the InteractionOVRCameraRig script to the OVRCameraRig Prefab

    • @travist1169
      @travist1169 2 ปีที่แล้ว

      Didnt work for me :/

    • @FoxFigueiredo
      @FoxFigueiredo 2 ปีที่แล้ว

      It's worked: now can drag it.
      I didn't work: instead of showing the hands, now it shows the controllers with a displaced behavior 😑

  • @danielericcardo9180
    @danielericcardo9180 ปีที่แล้ว

    'do not work followed as well all the tutorial but hands do not comes off...only controller...

  • @GamerReality
    @GamerReality 2 ปีที่แล้ว +1

    So what does this mean for XR Action Based Rigs? I'm about to make a fresh new project and I don't even know which one to go with anymore. I understand XR will increase compatibility, but is it worth it to just make games for Quest and Rift with all of these great features?

    • @ValemTutorials
      @ValemTutorials  2 ปีที่แล้ว +3

      So I totally understand your point right now. With all the current solution it is hard to know how to start your project and with which SDK. I should make a video about it but in my opinion it really depends on what feature you want to develop in your game.
      If you're looking for cross platform Unity XR Toolkit is still the best SDK to get started quickly in my opinion but it lacks some advanced feature that other SDK have but that your game might not potentially need ?
      In this example if you're looking to make a game working for both Hand Tracking and Controller with the Oculus Quest this Interaction SDK is a great solution.
      Keep in mind that a SDK is just a set of tools given to speed up your development its normal that it doesnt cover every angle but in my opinion the best thing to do is to understand how all these SDK works and maybe try to use part of them in multiple project.

    • @GamerReality
      @GamerReality 2 ปีที่แล้ว

      @@ValemTutorials I think I know about some of those features you mention that XR is lacking, but do you think XR Toolkit will get more in the future? Is there hope that as I am working on the project that I may get better tools on the go as I need them over the next 2-3 years? Also, are most of the features fancy and quality of life like nice pointers, hand models, and locomotion? I would still have to code game mechanics myself right?

    • @Project-NSX
      @Project-NSX 2 ปีที่แล้ว +1

      @@GamerReality Afaik the hand tracking stuff has been on XRI's roadmap since it released. It's still on the "planned" list so it'll come one day (hopefully). XRI was sort of promised to be the one solution to replace them all and it is great, but can be tricky especially if trying for a cross-platform action based controller. That said XRI is highly recommended at this point due to it being developed internally by Unity. Other solutions are Hurricane VR and the VR Interaction Framework but I'm not sure about hand tracking for these.

    • @GamerReality
      @GamerReality 2 ปีที่แล้ว

      @@Project-NSX Oh I own Hurricane VR, I didn't know that it necessarily replaced XRI. I don't really care about hand tracking, that's not one of the features I'm missing.

  • @sarahju6270
    @sarahju6270 2 ปีที่แล้ว +1

    Hi Valem,
    Thank u so much for your tutorial :)
    I checked all the comments and tried many methods but i was not able to see hands. It exists in the scene and looks like transparent. I tried to change the materials and convert to URP but none of them works. Controllers looks fine and are visible. Could you please help me to figure it out? Thank u !

    • @ruihan6583
      @ruihan6583 2 ปีที่แล้ว

      I have been stucked in the same problem!

    • @eduardoreyes6427
      @eduardoreyes6427 2 ปีที่แล้ว

      me too

    • @lance1519
      @lance1519 2 ปีที่แล้ว

      hello! where can I change the materials? I'm so confused...

  • @meeperhere
    @meeperhere 2 ปีที่แล้ว

    FIRST LESS GOOOOOO!

    • @meeperhere
      @meeperhere 2 ปีที่แล้ว

      thanks for the heart!

  • @valentinosparvoliVS
    @valentinosparvoliVS 2 ปีที่แล้ว

    Hi valem! I have a problem with the OVRControllerPrefabs. When i try to use it, in the scene they show pink and then when y play the game and use the Oculus, the controllers hasn`t appear but they still move into the scene! Can you help me?

  • @toninotonnato7776
    @toninotonnato7776 2 ปีที่แล้ว +5

    ----- V39 UPDATE PROBLEMS -------
    ..and of course, after completing all the tutorials, Oculus updates the library and everything stops working!
    Problems After v39 update (so far):
    1) Hands tracking support got reset to "Controllers Only" --> if you don't see hands, just re-select "Controllers and Hands"
    2) Hands appear, but they are misaligned (on the left compared to my body) ---> "Hand Visual" component in OVR input seems buggy
    3) Hands & Controllers Grab stopped working
    4) Hands & Controllers Poke seem unaffected by the update, still work(incredibly)
    5) Poke UI stopped working
    did anybody have the same problems?
    PS. why is VR development such a pain? 😅

    • @suldra915
      @suldra915 2 ปีที่แล้ว

      I can't even get it to work c': I press play and its just like "nope" //Index out of range\\

    • @jacobomuinomorandeira6897
      @jacobomuinomorandeira6897 2 ปีที่แล้ว +2

      To solved the 3 problem you have to add to the pointableElement the component grabbable, to the rigerbody the actual rigerbody and to the grabSource you have to add the transform.
      If you do this you can Grab the object, but there is a bug that do the grab item fall to the floor all the time. The solution that I found is to deactive gravity, I know that this is not a solution, but it is that we have XD.
      I don't know what class of person Oculus has for his Api, but I have problems always because they do changes all time and remove things that they upload the week before.

  • @tomcruise1387
    @tomcruise1387 2 ปีที่แล้ว

    My ovr controllerprefab are in pink like there was no material on it. Any clue on why ?

  • @sourcesoftar301
    @sourcesoftar301 2 ปีที่แล้ว

    bro would you please tell me how to add continuous movement with hands in oculus interaction sdk ...

  • @徐亦昶
    @徐亦昶 2 ปีที่แล้ว +1

    I can't pull it up if I set gravity to True. If I drag very quickly, the cube will bump up but soon fall again.

  • @juanjomengual6343
    @juanjomengual6343 2 ปีที่แล้ว

    Nice video! When i try to touch the same object with two controllers or hands.... like when i try ro rescale the cube, the cube turns crazy and i lose of the scene. Some idea of what can i do? Sorry for my bad english

    • @lindatoomey5837
      @lindatoomey5837 2 ปีที่แล้ว +1

      Do you mean the cube disappears off screen? I don't know if this is the same issue I had but for me the cube would fly off the screen. To fix this I clicked freeze constraints for both freeze position x y z and freeze rotation x y z in the gameobject rigidbody

  • @AlexOrzaez
    @AlexOrzaez 2 ปีที่แล้ว +1

    Hi! When I try to add de OVRCameraRig to the InputOVR prefab, I am not able to do it, it just doesn't allow me to do it. Can you help me please? :S

    • @AlexOrzaez
      @AlexOrzaez 2 ปีที่แล้ว +1

      Ovr Camera Rig in "Input OVR" requires me an Interaction OVR Camera Rig, not an OVR Camera Rig. I had to manually add Interaction OVR Camera Rig into the camera rig... this might be because of latest version of the SDK?

    • @aysenurkarakose3473
      @aysenurkarakose3473 2 ปีที่แล้ว

      @@AlexOrzaez I'm getting the same error too. I don't know how to fix it. How did you solve it? can you help me?

    • @FoxFigueiredo
      @FoxFigueiredo 2 ปีที่แล้ว

      Hey, thank you very much!
      After some problems doing what you suggested, I tweaked a little bit and made it to work.

  • @multicams
    @multicams 2 ปีที่แล้ว

    my InputOVR in the latest oculus integration is just an empty prefab

  • @abhisheka750
    @abhisheka750 2 ปีที่แล้ว

    can we run VR projects without headset(using unity).

  • @axs203
    @axs203 2 ปีที่แล้ว

    This is very helpful but boy is it confusing trying to set all this up and also like people mention what is said has been replaced lately so the two things don't match up .......I wish Unity just made life a bit simpler here....is there an easy template we can download anywhere please? Thanks

    • @ValemVR
      @ValemVR 2 ปีที่แล้ว

      Yes you can actually download a previous version of the SDK here : developer.oculus.com/downloads/package/unity-integration/38.0

    • @axs203
      @axs203 2 ปีที่แล้ว

      @@ValemVR Thank you Valem ...and your tutorial was very helpful thanks again.

    • @axs203
      @axs203 2 ปีที่แล้ว

      I've just had to give up. Until they can make this all a bit easier it is too hard. I managed to build some apps for Unity but now I can't build on the Quest 2 despite being able to see it in Unity under Devices and I can see Developer in the menu. I turned off Developer mode and turned it back on using my phone - still the same. When you plug it into the computer it does come up with the first popup up 'Allow Access to Data' but not the key one that let's you build. It was all working. There are so many factors that one minute work then they don't work. They just need to make all of this easier for people. It promises so much but you just spend a day going around and around in circles. It's just a waste of time. I am going to try Playcanvas. Thanks anyway Valem these tutorials were really excellent.

    • @axs203
      @axs203 2 ปีที่แล้ว

      I have come back to this Valem. I am still going! Thank you for your helpful tutorial.

  • @vanesah6567
    @vanesah6567 2 ปีที่แล้ว

    Great video. I'm trying to calculate the angle between the hand and the arm (wrist flexion) but I can't find it. I have tried to calculate the angle between Hand_WristRoot and Hand_Forearm (OVRSkeleton) but it does not work for me. Thanks in advance.

  • @alicesheffield4438
    @alicesheffield4438 ปีที่แล้ว

    my input ovr can not find the same with you

  • @safdardeveloper3804
    @safdardeveloper3804 2 ปีที่แล้ว

    Help, my hands are not aligned correctly they are pushed on the right side.

  • @TommyTLC
    @TommyTLC 2 ปีที่แล้ว

    Hi I need help pls. I do not understand why I cannot drag the OVR Camera Rig in the OVR Camera Rig section of InputOVR. The cursor becomes a red stop/error mark. Compared to your video, the only difference I see is that the empty field of the Ovr Camera Rig inside InputOVR has "None (Interaction OVR Camera Rig)"

    • @ValemTutorials
      @ValemTutorials  2 ปีที่แล้ว +1

      Hi man ! There is a new update of the oculus interaction, you now need to add the "Interaction OVR Camera Rig" component to the OVR Camera rig, and then you can drag it in the input OVR like before. :)

    • @TommyTLC
      @TommyTLC 2 ปีที่แล้ว

      @@ValemTutorials Thank you so much I fixed my problem. Awesome content, man!

    • @TommyTLC
      @TommyTLC 2 ปีที่แล้ว

      @@ValemTutorials I do not want to bother you with every problem I encounter...where can I find the proper documentation that describes what each part of the Oculus Package does? I tried going on their official website, but I only see theoretical descriptions and not practical examples. For example at the moment I am trying to do the grabbable part, but the package has been updated compared to the video and I cannot understand how it works.

  • @AlexOrzaez
    @AlexOrzaez 2 ปีที่แล้ว

    I am only able to grab the cubes with hands using palm grip, no with pinch one. I hace the same setup as the video :(