XR Toolkit 2.3 - New Features & Updates!

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  • เผยแพร่เมื่อ 21 ก.ย. 2024

ความคิดเห็น • 39

  • @phildonahue3158
    @phildonahue3158 ปีที่แล้ว +5

    Definitely interested in a long form video on advanced topics

    • @ScareFire
      @ScareFire ปีที่แล้ว +1

      Yup, me too

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว +1

      I'll probably need to do some research. I'd like to figure out common use-cases rather than just make a interactions that have a steep learning curve.

  • @tomasOneStill
    @tomasOneStill ปีที่แล้ว

    Hi Andrew, thanks for a great run down!
    I posted a question using the 2 handed grab and scaling. Switching the grab from one hand to the other, the position/rotation switches around (massively) breaking the effect.
    EDIT: experimented some more and solved it, in case this helps anyone, I found everything works naturally with these settings:
    use dynamic attach (all checked),
    attach transforms empty,
    dual grab free transformer - multi select position 'first', rotation 'average',
    general grab transformer defaults and 2 handed rotation mode 'first hand directed towards second'

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว +1

      Good call, thanks for the info!

  • @sentinel2592
    @sentinel2592 ปีที่แล้ว +1

    Thank you for the rundown, a lot of great features here!

  • @livjonsson742
    @livjonsson742 ปีที่แล้ว +1

    Great tutorial! XR Toolkit is really getting there 🙂

  • @halbzwilling
    @halbzwilling ปีที่แล้ว

    Nice! I was just about to create my own solution for the Dynamic Attachment! 🥰🥰
    Intention Filtering ist also such an amazing concept! I love where this is heading!

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว +1

      Glad it was helpful!

    • @halbzwilling
      @halbzwilling ปีที่แล้ว

      @@VRwithAndrew Not only helpful, but very well made! Your videos are a real safe space for learning VR and getting inspired again :)

  • @aaronsharp5512
    @aaronsharp5512 ปีที่แล้ว

    Just have to comment here bc there was nowhere else to comment:
    Love the new VRwA YT image!

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว

      Oh, thanks! I like it too. :)

  • @tlskillman
    @tlskillman ปีที่แล้ว

    Nice work. Very helpful. 👍👍👍 Several of the new features will likely replace my custom solutions, which is OK with me, ongoing support wise!

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว

      Right, it's nice to not have to maintain all the add-ons and hacky solutions.

  • @aaronsharp5512
    @aaronsharp5512 ปีที่แล้ว

    What would we do without you, Andrew? Thanks for the awesome video!

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว

      I do what I can, Mr. Sharp!

  • @TheMagman
    @TheMagman ปีที่แล้ว

    Cool stuff I like the climbing stuff easy to build into a wall prefab with some climeable points.

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว

      I didn't consider that! That would be interesting.

  • @chusatorra96
    @chusatorra96 ปีที่แล้ว

    In my project, Lazy follow is rotating 180 degrees in the Z axis for some reason - thanks for the video!

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว

      This most likely depends upon the forward direction of whatever your asset or prefab.

    • @chusatorra96
      @chusatorra96 ปีที่แล้ว

      @@VRwithAndrew yes indeed! I looked at the code and it definitely does that.

  • @alvaropaez9087
    @alvaropaez9087 ปีที่แล้ว +1

    I think the intended way to use the XR Gaze Interactor component is for the camera to be controlled using a XR Controller (Action-based) with its position and rotation actions set to those of the headset itself (XRI HMD/Position and XRI HMD/Rotation actions in the default input actions provided by the package). I think the XR Rig comes with a TrackedPoseDriver component by default. I could be wrong, though.
    Edit: you actually get a warning if your camera is not controlled by a TrackedPoseDriver. I think the way to go is to use a TrackedPoseDriver for the camera, as set by default with the XR Rig and use a dedicated controller for the gaze system. This controller would have custom actions for their rotation that use the gaze orientation if available (I think eye tracking is supported in the pro versions of the Meta and Pico headsets). If not, those actions should fallback to the headset orientation. I have no idea, honestly.

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว

      Yeahhh, I feel like having another controller for simple Gaze Interactions is a bit much. I've made Gaze Interactors in the past that inherited from the BaseInteractor since they don't require any of the input provided by the ControllerInteractor.

  • @KaanErayAKAY
    @KaanErayAKAY ปีที่แล้ว

    Thank you for this great detailed video. I also completed the Unity VR Pathway. It was really helpful also your thoughts too at there.

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว +1

      Much appreciated! I enjoy making videos like this since I get to share random thoughts I may have while recording.

  • @kaaaztube
    @kaaaztube ปีที่แล้ว

    Amazing !

  • @archerassassin8
    @archerassassin8 ปีที่แล้ว

    Might start using Lazy Follow for UI

  • @BudgiePanic
    @BudgiePanic ปีที่แล้ว

    How can I upgrade my project on XR interaction toolkit version 2.1.1 to version 2.3.x? I tried manually changing it in the packages.json file but got errors (engine version 2021.15.x)

  • @anonymoussloth6687
    @anonymoussloth6687 ปีที่แล้ว

    Could you do an in depth tutorial for the xr device simulator? I am trying to make a custom input simulator - similar to the one used in mrtk

  • @RagnarGaming2801
    @RagnarGaming2801 ปีที่แล้ว

    Nice work. For multi grab is there a way to add second attach point ?

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว

      Yeah, there's a "Secondary Attach Transform" variable for Grab Interactables. You'll be able to see it in the Inspector.

  • @connorlundstedt6953
    @connorlundstedt6953 ปีที่แล้ว

    I upgraded the bow and arrow example project from the github to 2.3 (from 2.0) and can pick up the bow, however things such as the quiver and the string/notch seem to be broken now. If I revert back to 2.0 then it works again which seems odd. Don't seem to have any errors come up either in version 2.3. I wonder what must have changed since 2.0 that would cause this to be broken.

  • @mgvideos7122
    @mgvideos7122 ปีที่แล้ว

    Can Passthrough be used with this mode?

  • @vikramsindhu5901
    @vikramsindhu5901 ปีที่แล้ว

    yo Andrew do you have a discord where i can join with more awesome people like you?

    • @VRwithAndrew
      @VRwithAndrew  ปีที่แล้ว

      Yep! You'll find the link in the upper-right on the channel's main page.