Only 2 days left to answer the AR VR survey to get a chance to win one of the price and help the xr community (it only takes 8 min) : arvrsurvey.com/?member_id=valem_tutorials
I've spent the last 2 days trying to figure out this template. Thanks mate! Is there going to be a tutorial on using the basic scene from this template?
Is there a way of propelling yourself with the grab interactable? Like deactivating gravity and using the grab interactable as some sort of acceleration?
Je kiff trop tes vidéo car tu expliques bien, et vu que je suis français je comprend parfaitement ton accent, et je me sens ultra fort en anglais car je comprend tout !
Hey! Thanks for all your videos. I'm getting confused by your stuff. You use the old xrClawhands for interactions but never do anything with tracked hands but make the fingers move. Can you make a video that shows how to use the tracked hands to interact, or for anything other than just tracking. That would go a long way on making XR hands useful.
Nice as always mate, wish they would start shipping with hand models with a full rand of gestures though 😊 . Anyone have thoughts on upgrading from the current 2.x framework now? I’m wondering if it’s worth jumping into 3 before I get too far into my current project.
Thank you for the video. I noticed that while climbing, you don't fall when you let go. Additionally, when you press the movement button while climbing, it causes significant stuttering. How can I fix these two issues?
Hey Valem! Wondering if there's an easy way to make grabbable object use a specific set of attach transforms depending on if you grab with the left or right hand? As an example, can I make it so a fishing rod has its reeler on left side when I grab with my right hand, but flip it so the reeler is on the right side when I grab it with my left hand?
just set up a new direct interactor for your left hand how you want it. set the layer to fishingReel or w.e.. create an empty object and use that as the attach point.. in play mode, position it accordingly. then copy that direct interactor and paste it onto the right hand, and change the x axis of the empty attach point to the opposite value (positive) of whatever its at currently. do this for as many items as you want. you can now have multiple style fishing reels, all positioned correctly in the hand. ps: the same works for sockets :)
with Unity 6 im met a problem about socket interactor, i press play mode, then put object to socket, stop play mode and play again the object already stay on socket position and can not move it out, how to fix it thanks, and other problem that after trigger stay with a xr grab interactable my collider alway trigger stay on it even it too far on scene
Sorry, how do I make unity xr multiplayer with photon fusion? is there a template too? because at the metaxr template, there is already multiplayer photon fusion on your other videos. Many Thanks Valem !!
yes, it also needs the new input system wich is a thing to behold on it's own. I'm so happy we went back to the Meta-toolkit. but all of valems videos on that are deprecated. I really hope he makes some new tutorials on the new toolkit.
Only 2 days left to answer the AR VR survey to get a chance to win one of the price and help the xr community (it only takes 8 min) : arvrsurvey.com/?member_id=valem_tutorials
I filled it out. 😎
I just commented asking for this a few days ago, appreciate the timing so muchh
thank you and keep making more XR videos
Great video as always!
XRI 2.0 demo project was awesome.
Could you make a tutorial about making hands shape into objects you pick up, but more than just 1 object
@ValemTutorials
Need This
I've spent the last 2 days trying to figure out this template. Thanks mate!
Is there going to be a tutorial on using the basic scene from this template?
Is there a way of propelling yourself with the grab interactable? Like deactivating gravity and using the grab interactable as some sort of acceleration?
Je kiff trop tes vidéo car tu expliques bien, et vu que je suis français je comprend parfaitement ton accent, et je me sens ultra fort en anglais car je comprend tout !
The vignette is one of the only things in VR that makes me motion sick, always turn it off right away.
Great! Would be nice if they included hand interaction
Hey! Thanks for all your videos. I'm getting confused by your stuff. You use the old xrClawhands for interactions but never do anything with tracked hands but make the fingers move. Can you make a video that shows how to use the tracked hands to interact, or for anything other than just tracking. That would go a long way on making XR hands useful.
Will there be a 3rd part on creating VR multiplayer on Unity Netcode?
Good
Useful Tutorial...can we have hand integration in this?
what's the eta for the multiplayer template video?
Nice as always mate, wish they would start shipping with hand models with a full rand of gestures though 😊 . Anyone have thoughts on upgrading from the current 2.x framework now? I’m wondering if it’s worth jumping into 3 before I get too far into my current project.
Thank you for the video. I noticed that while climbing, you don't fall when you let go. Additionally, when you press the movement button while climbing, it causes significant stuttering. How can I fix these two issues?
Hey Valem!
Wondering if there's an easy way to make grabbable object use a specific set of attach transforms depending on if you grab with the left or right hand? As an example, can I make it so a fishing rod has its reeler on left side when I grab with my right hand, but flip it so the reeler is on the right side when I grab it with my left hand?
just set up a new direct interactor for your left hand how you want it. set the layer to fishingReel or w.e.. create an empty object and use that as the attach point.. in play mode, position it accordingly.
then copy that direct interactor and paste it onto the right hand, and change the x axis of the empty attach point to the opposite value (positive) of whatever its at currently.
do this for as many items as you want. you can now have multiple style fishing reels, all positioned correctly in the hand.
ps: the same works for sockets :)
could you made a tutorial about target filter thanks
Thanks awesome
WOrk
How can I have this template for an existing project?
with Unity 6 im met a problem about socket interactor, i press play mode, then put object to socket, stop play mode and play again the object already stay on socket position and can not move it out, how to fix it thanks, and other problem that after trigger stay with a xr grab interactable my collider alway trigger stay on it even it too far on scene
Sorry, how do I make unity xr multiplayer with photon fusion? is there a template too? because at the metaxr template, there is already multiplayer photon fusion on your other videos. Many Thanks Valem !!
Done. I finish the Survey :)
Can you make a video on physics based VR character controllers like the ones in games like boneworks where you control a physical model in the world?
Wow, they are getting closer to make the VR Interactive Framework asset almost unnecessary
can you help me to do hand gestures in vision pro unity game..
More tutorial please
I'm not familiar with XRI. Is it compatible with OpenXR only?
yes, it also needs the new input system wich is a thing to behold on it's own.
I'm so happy we went back to the Meta-toolkit. but all of valems videos on that are deprecated.
I really hope he makes some new tutorials on the new toolkit.
Cool
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