I've done this twice before, but for some reason when I do it now the hands just stay at 0,0,0 when I play the game. Head tracks fine though and I've already added custom hands and gameobject children. Any ideas?
I think (but not certain) I had this issue before when I didn't import the XR Interaction Toolkit from the Package Manager. Could it be a Device Based Rig vs Action Based Rig setup issue? I'm on Vive using Device Based in 2019 still.
@@VRwithAndrew Oh cool you responded, yeah I figured things out with a bit of messing around here and there. Takes more time but gives more freedom. Thanks a load for this series by the way. There are a lot of plugins that promise todo the same VR stuff and it got my head spinning. Much love!
VR with Andrew I was thinking along the lines of creating a menu, interacting with the menu. Also simple dialogue UI and choosing options with the interactables? I haven’t really found any tutorials or videos really giving VR UI a comprehensive look. I think it would fit perfectly for this series!
Hi Andrew, I'm using Unity 2019.4~ and installing the XR Interactions Toolkit 0.10.0preview 7. It's updated to use the new Unity Input System, and it means my controllers no longer work. Have you come across this issue? (going back to 0.9.4 that you have in these videos makes it all work again so I suspect it's something to do with switching input systems). Great tutorials btw :-)
You can use the Device-Based Rigs, they'll be in their own drop-down in the XR Menu. I will be releasing a video next for how to use the Actino-Based rigs.
Love your videos soo much! You go in-depth and explain every detail and I love it! Question, how do you yourself learn all this? Do you just look at the documentation or is it just experience?
Thanks, and you're welcome! I've been doing VR stuff for quite awhile, so some experience. For XR Toolkit, it's honestly just been playing around with it and making projects/tutorials. I do also read the documentations that's available, but that's usually very limited.
Hi, I'm hoping to get help. I'm using Unity 2020.3.16 and I my controllers will not show up. I followed the video all the way to the end but.: The spheres for the hands are just sitting on the floor..
@@uheldigehelt Make sure your project is switched over to the new Input System in the Project Settings, and you're using the Input Action Manager to enable the actions.
Hi! i'm now using XR rig, in unity 2020.3.22, and i'd like to recenter a camera when the user pressed a button on the controller. Do you have any idea how?
That's a good question and I'm honestly not sure. Obviously the thing to tackle is raising up the player to a playable height. This may be done using a height calibrator when the player selects the mode. Then figure out whatever additional height is necessary, and applying that value using a custom pose provider.
Figured it out. My controllers loaded as (action-based) XR controllers not Device-Based. You must delete the action-based and load the device based in add component.
Hi, do you have any tutorials on adding a left hand? Mine doesn't seem to show up, I'm using an oculous quest 2 and my right hand works perfectly but my left doesn't show at all Edit: doesn't matter, just me being stupid, I didn't set the left hand to "left hand" in the Xr device. I feel dumb now.
Great tutorial. As always :) One question: Is there an easy way to create a 3rd person controller with the XR Toolkit? Something like "Moss"? Or "Ven"?
Thanks! The biggest thing is mapping the input. You can create your own 3rd person controller, or try appropriating the one from Unity's Standard assets. But, just getting the input replaced, and working is the only difference that I can think of at the moment.
I've done this twice before, but for some reason when I do it now the hands just stay at 0,0,0 when I play the game. Head tracks fine though and I've already added custom hands and gameobject children. Any ideas?
I think (but not certain) I had this issue before when I didn't import the XR Interaction Toolkit from the Package Manager. Could it be a Device Based Rig vs Action Based Rig setup issue? I'm on Vive using Device Based in 2019 still.
This is correct!
I'm using the action based controller, hope I'm setting things up right :D
Right! That's what you want to use. The action-based controller wasn't added at the recording of this series.
@@VRwithAndrew Oh cool you responded, yeah I figured things out with a bit of messing around here and there. Takes more time but gives more freedom.
Thanks a load for this series by the way. There are a lot of plugins that promise todo the same VR stuff and it got my head spinning. Much love!
I can't wait for the UI tutorial of this series. You are really helping me out bro!
Thanks Robert! I don't have any particular plans for UI implementation. If you have any ideas or a specific use-case lemme know.
VR with Andrew I was thinking along the lines of creating a menu, interacting with the menu. Also simple dialogue UI and choosing options with the interactables? I haven’t really found any tutorials or videos really giving VR UI a comprehensive look. I think it would fit perfectly for this series!
I'll see what we can do!
VR with Andrew thank you so much bro! You are a life saver!
@@robertduffney3074 Agree - this is next step for me... building buttons that reset scene, move to next scene, change gravity, speeds etc.
Nice! What a satisfaction to make this work!
You're welcome! More to come.
Hi Andrew, I'm using Unity 2019.4~ and installing the XR Interactions Toolkit 0.10.0preview 7. It's updated to use the new Unity Input System, and it means my controllers no longer work. Have you come across this issue? (going back to 0.9.4 that you have in these videos makes it all work again so I suspect it's something to do with switching input systems).
Great tutorials btw :-)
You can use the Device-Based Rigs, they'll be in their own drop-down in the XR Menu. I will be releasing a video next for how to use the Actino-Based rigs.
@@VRwithAndrew YES! Thank you so much Andrew :-)
Let me know if you are interested in any of my assets, I'll be happy to help you back.
@@VRwithAndrew Wow, thanks. I've been trying to figure this out for an embarrassingly long time.
How do I make it collide with stuff?
Love your videos soo much! You go in-depth and explain every detail and I love it! Question, how do you yourself learn all this? Do you just look at the documentation or is it just experience?
Thanks, and you're welcome! I've been doing VR stuff for quite awhile, so some experience. For XR Toolkit, it's honestly just been playing around with it and making projects/tutorials. I do also read the documentations that's available, but that's usually very limited.
my "hands" vanish/"suffer some sort of clipping when they get within arms reach of my headset, is this normal?
Yes! They can be changed by changing the Camera's near clipping plane.
@@VRwithAndrew Thank you, I thought i was going crazy. I'm new to this whole unity VR thing (3 days). this series of videos are awesome
@@RichardThaddeus Ahaha, you're very welcome!
Thank you for breaking down all the options in each component!
You're quite welcome, Mónica!
Hi, I'm hoping to get help. I'm using Unity 2020.3.16 and I my controllers will not show up. I followed the video all the way to the end but.: The spheres for the hands are just sitting on the floor..
Do you know if you're using Device or Action-based controllers? This series is a bit out-of-date when it comes to the setup portion.
@@VRwithAndrew It should be actionbased and I use action based xr files. I use quest 2 and unity 2020.3.16
@@uheldigehelt Make sure your project is switched over to the new Input System in the Project Settings, and you're using the Input Action Manager to enable the actions.
Hi!
i'm now using XR rig, in unity 2020.3.22, and i'd like to recenter a camera when the user pressed a button on the controller. Do you have any idea how?
There should be a function on the XR Rig that sets the rig's forward direction. I would look into that first.
Hello, can i make a room with real size in unity and then this room interact with virtual reality? Is this possible
Yep, most of the projects you see doing that are using Unity.
Hello. What is the best solution to give player an option to play standing or seating when using floor tracking ? Thanks
That's a good question and I'm honestly not sure. Obviously the thing to tackle is raising up the player to a playable height. This may be done using a height calibrator when the player selects the mode. Then figure out whatever additional height is necessary, and applying that value using a custom pose provider.
Cool and super simple tutorial. Concepts well explained
Thank you, Chris!
Is there a way to work with these tutorials without an HMT? Like from an android phone?
Potentially, you'd have to look into the Google VR provider.
github.com/googlevr/cardboard-xr-plugin
@@VRwithAndrew tysm. Great tutorials btw :D
I still don't see my hands yet I did as you stated. Please Help. Using unity version 2019.4.0
Figured it out. My controllers loaded as (action-based) XR controllers not Device-Based. You must delete the action-based and load the device based in add component.
@@deej5279 There's also an additional dropdown in XR for Device-Based objects.
Hi, do you have any tutorials on adding a left hand? Mine doesn't seem to show up, I'm using an oculous quest 2 and my right hand works perfectly but my left doesn't show at all
Edit: doesn't matter, just me being stupid, I didn't set the left hand to "left hand" in the Xr device. I feel dumb now.
Does work for Oculus go?
I haven't personally tried it. But, it should work. You're just restricted to using the Ray Interactor.
Great tutorial. As always :)
One question: Is there an easy way to create a 3rd person controller with the XR Toolkit? Something like "Moss"? Or "Ven"?
Thanks! The biggest thing is mapping the input. You can create your own 3rd person controller, or try appropriating the one from Unity's Standard assets. But, just getting the input replaced, and working is the only difference that I can think of at the moment.
@@VRwithAndrew Thanks for your quick answer!
I will try that out. Let's see if I can handle the new input system :)
Thanks so much for all your informative information. Please keep it up!
Thanks, Kiwi! Lots more to do :)
Thank you very much, I am starting to understand how this works!!
You're welcome, Samuel!
Great tutorial, really helped me out!
You're welcome, Brandon!
thank you for a great tutorial!
You're welcome, Alexey!
Thank you so much
You're most welcome!
Thank you so much for great tutorial !!
You're welcome!