Excellent! Thanks a lot. One thing. I used it with the blue natural hands instead of the Terminator ones but I had to choose "None" in the Snap Turn at-> Right Controller / Action Based Controller Manager / Controller Actions / Snap Turn, otherwise I couldn't snap turn while teleporting (last part of the video)
great tutorial, but can you please make a video about how sprint in vr to. I cant find any other tutorials and because your the best i hoped you can make one.
I'm having some trouble with the teleportation. Here's what's going on: I've got the teleport interactor and area all set up, and the teleport ray shows up when I move my hand, which is great. But, when I aim at the designated teleport area, instead of turning green and letting me teleport, the ray just freezes! Has anyone else run into this issue?
Hey i love your tutorials and they have been very useful! Are you able to create a tutorial on how you would make a fight system in vr. So if you punched an enemy it would react to damage same as if you shot it?
Theres a problem with the movement. If I step on an object it moves me up like im stepping on it but when I step off the camera stays at the hight it was when I was standing on the object. is there a fix to this?
Love this tutorial, thanks Valem! Just one question: How do I give my character a rigidbody with a mass so I can push stuff around that has less mass? When I move about now it keeps wanting to step on top of things on the ground. I have experimented a bit with adding a cube at the legs (but hiding mesh) with a rigid body that is bigger than the capsule under the XR Origin. I had to add it to a different layer which I then set to exclude on the character controller. Giving it mass 100 it seems to push stuff around but sometimes not. Just wondering if there is a better way. Also noticed that when I grab stuff and it hits my box it pushes that out of position so I have to reset it back to its position all the time to sort of lock it. I want it to push other things around but not the other way. Is there a better way for that too?
Hi Valem ! good to see you tutorials again ! As always (i think) i have a little issue, with your continous movement in VR if you hold an object and point your hand (the one that holds the object) in a certain direction and then try to move with continous movement, it goes at a very fast speed, a random direction and noclips through the map. Can you help me with this ? Thanks Gasteryoug
Hey Valem, why when I pause the app on my quest 3 does it lose tracking? I am using your tutorial to rebuild what I had with openXR as opposed to meta all in one xr. And this is my only issue so far, upon pausing your application to go to universal oculus/meta menu, head tracking is gone, unpause and it fixes. Is the app not able to run in the background? My audio manager works fine when paused, meaning sound and music is still produced. Just not head tracking?..
Implementing the coninous movement made me realize that I have some weird problem with my project. Whenever you moved, or moved an object that uses velocity tracking, you could see jittering/stuttering. I set up a new project with just the XRI toolkit installed and it didnt had the problem. I then reverted the project with the problem to the earliest version using GitHub (which was right after the projects creation) and only installed the XRI toolkit and even there the jittering/stuttering problem existed. I ended up copying everything I made into a new project and the problem didnt resurface. Do you have any idea what could have caused this?
I had this problem when my main camera had tracked pose driver turned on while xr origin was a child. I turned it off and the problems went away, could be that?
@@charliemiller4527 It turned out it was the V-Sync option for the game view; even though this is supposedly only for the game view window, it messed with the HMD view.
Hi Valem! Do you plan adding to this project 0G movement or cover that topic? I was trying to make a XR RIG with zero gravity movement (for example Lone Echo style), but so far I was unable. Will this tutorial cover it, or you planning to make a separate one?
Thanks again for another tutorial, great work keep it up!!
Excellent! Thanks a lot. One thing. I used it with the blue natural hands instead of the Terminator ones but I had to choose "None" in the Snap Turn at-> Right Controller / Action Based Controller Manager / Controller Actions / Snap Turn, otherwise I couldn't snap turn while teleporting (last part of the video)
Thank you bro🎉
great tutorial, but can you please make a video about how sprint in vr to. I cant find any other tutorials and because your the best i hoped you can make one.
Thank you so much for all the knowledge you provide. Could you teach how to use teleportation using hand tracking?. Thank you for everything!
I'm having some trouble with the teleportation. Here's what's going on: I've got the teleport interactor and area all set up, and the teleport ray shows up when I move my hand, which is great. But, when I aim at the designated teleport area, instead of turning green and letting me teleport, the ray just freezes! Has anyone else run into this issue?
Hey i love your tutorials and they have been very useful! Are you able to create a tutorial on how you would make a fight system in vr. So if you punched an enemy it would react to damage same as if you shot it?
Well Done!
Cool now make it jump too
Theres a problem with the movement. If I step on an object it moves me up like im stepping on it but when I step off the camera stays at the hight it was when I was standing on the object. is there a fix to this?
Love this tutorial, thanks Valem! Just one question: How do I give my character a rigidbody with a mass so I can push stuff around that has less mass? When I move about now it keeps wanting to step on top of things on the ground. I have experimented a bit with adding a cube at the legs (but hiding mesh) with a rigid body that is bigger than the capsule under the XR Origin. I had to add it to a different layer which I then set to exclude on the character controller. Giving it mass 100 it seems to push stuff around but sometimes not. Just wondering if there is a better way. Also noticed that when I grab stuff and it hits my box it pushes that out of position so I have to reset it back to its position all the time to sort of lock it. I want it to push other things around but not the other way. Is there a better way for that too?
Can you make a multiplayer tutorial
Hi Valem ! good to see you tutorials again ! As always (i think) i have a little issue, with your continous movement in VR if you hold an object and point your hand (the one that holds the object) in a certain direction and then try to move with continous movement, it goes at a very fast speed, a random direction and noclips through the map. Can you help me with this ?
Thanks
Gasteryoug
How can I make the player jump when they click A on the right controller? And how can I have them sprint when clicking the thumbstick?
Hey Valem, why when I pause the app on my quest 3 does it lose tracking? I am using your tutorial to rebuild what I had with openXR as opposed to meta all in one xr. And this is my only issue so far, upon pausing your application to go to universal oculus/meta menu, head tracking is gone, unpause and it fixes. Is the app not able to run in the background? My audio manager works fine when paused, meaning sound and music is still produced. Just not head tracking?..
I am using a HTC vive for some reason my controls are are not working as intended if i press forward I go sideways any fix for this?
Hi good how to make Continuous rotation for this vr
how would you approach making it to were you can bend and look over things
like looking over the table
Implementing the coninous movement made me realize that I have some weird problem with my project. Whenever you moved, or moved an object that uses velocity tracking, you could see jittering/stuttering. I set up a new project with just the XRI toolkit installed and it didnt had the problem. I then reverted the project with the problem to the earliest version using GitHub (which was right after the projects creation) and only installed the XRI toolkit and even there the jittering/stuttering problem existed.
I ended up copying everything I made into a new project and the problem didnt resurface.
Do you have any idea what could have caused this?
I had this problem when my main camera had tracked pose driver turned on while xr origin was a child. I turned it off and the problems went away, could be that?
@@charliemiller4527 It turned out it was the V-Sync option for the game view; even though this is supposedly only for the game view window, it messed with the HMD view.
First :D
Hi Valem! Do you plan adding to this project 0G movement or cover that topic? I was trying to make a XR RIG with zero gravity movement (for example Lone Echo style), but so far I was unable. Will this tutorial cover it, or you planning to make a separate one?
Pls read my question 😂
First 🤟