Check out my 3rd Person Game Series Playlist teaching you how to make a 3rd Person game using Unity + Playmaker th-cam.com/play/PLhvjMi_0yrQwA0yAkta7hOS7x5zc1hMBr.html and if you would like to join my discord where I can help with issues or you can also engage with other developers please join discord.gg/DgUdNDT7KU
Thank you for this awesome (and timely) tutorial - Would like to see how you put these rooms together. I personally never know where to start - Do I set up a plane then drop everything I need? Do I import things in phases or categories? Just a suggestion.
Hey Wormhole, apologies for getting back to you late on this. That's exactly what I do. Just set up your XR Origin, drag in a Plane to have something to walk on, then I'll usually add in a few basic 3D Cubes for some basic placement as a starter point to the scene. Then once you have assets, start placing those in the scene, etc...
This would hugely benefit from an editor tool to help you visually set the desired position and rotation of the grabpoint, while in edit mode at least but even better would be to be able to adjust it entirely during play mode while the object is grabbed and have your changes saved when you exit play mode. Does that exist for this toolkit? I know VRIF and AutoHand have these kinds of helper tools.
@@BlizStudio sure, one transform at a time. Not ideal. Needs an editor tool to visualize/save the rotations imo. I'm sure somebody has already or will soon make such a thing for XRI
Hey i'm curious if you ran into this problem that I did. I have a single interaction XRGrabInteractable tablet gameobject with a canvas on it. I can interact with the tablet fine, and if i pick it up, it works fine, but when i change hands, i lose interactability with my free hand until i move it a foot or two away from the tablet, then re-engage. it's almost like the active interactor is being preserved on the initial interactor group and not allowing poke interaction because it thinks it's busy until it moves out of range and back in. I've also noticed this issue where if i teleport or disable a canvas with my ray interactor active on it (using a close button is a perfect example), the reticle floats in midair. Is this known and if so do you know a workaround?
Try to make sure calling SelectExit() on the original interactor when you release the grab. This should give it a clean release it from that interactor and hopefully that will work.
@@BlizStudio Yes I'm using TextMeshPro. The weird thing is that the UI is only blurry on my quest 2 in VR, when I take it off and look at the game view in Unity, the text is sharp. How should I scale the text up?
It could be how you are rendering. Is the UI a world space UI? If so how close are you to the UI when it is blurry? Another thing to look at would be what render quality you are rendering to the headset. Another could be the performance of the environment. There are lots of variables there.
@@BlizStudioIt's set to world space. I also use it to render a tablet UI in vr, it's always blurry, no matter the distance. The whole UI canvas is blurry on the headset. I can see it when I add an image or something else to it. I don't know anything about the settings of rendering onto the device but I will look into that
Not sure if this is the issue or not but this video talks about some scaling and blurry issues that may help... th-cam.com/video/GuWEXBeHEy8/w-d-xo.html
There are a bunch of different things to check. Make sure you don't have anything blocking the toggle button. You can also check to see if those objects are intractable with each other in the edit > project settings > physics
Check out my 3rd Person Game Series Playlist teaching you how to make a 3rd Person game using Unity + Playmaker th-cam.com/play/PLhvjMi_0yrQwA0yAkta7hOS7x5zc1hMBr.html and if you would like to join my discord where I can help with issues or you can also engage with other developers please join discord.gg/DgUdNDT7KU
Check out my VR series as well.
I finished this 1~13 lecture! It was really helpful to me!! thank you
Hey fhuj, I'm glad that these have helped. More to come for sure.
Thank you for posting these great tutorials
Thanks JoshP_SA!! I appreciate it.
Thank you for this awesome (and timely) tutorial - Would like to see how you put these rooms together. I personally never know where to start - Do I set up a plane then drop everything I need? Do I import things in phases or categories? Just a suggestion.
Hey Wormhole, apologies for getting back to you late on this. That's exactly what I do. Just set up your XR Origin, drag in a Plane to have something to walk on, then I'll usually add in a few basic 3D Cubes for some basic placement as a starter point to the scene. Then once you have assets, start placing those in the scene, etc...
Thanks! :)
No problem Oculus.
Thanks a lot.
Cheers Hemecan!! You're welcome. VR is a blast.
Thanks for always being there and watching 极致金迷
@@BlizStudio Of course I've made game development a career and it was your videos that helped me in the first place
This would hugely benefit from an editor tool to help you visually set the desired position and rotation of the grabpoint, while in edit mode at least but even better would be to be able to adjust it entirely during play mode while the object is grabbed and have your changes saved when you exit play mode. Does that exist for this toolkit? I know VRIF and AutoHand have these kinds of helper tools.
Hey Beard or Die, you can copy the objects transform during gameplay, then when you stop, you can paste the component values back.
@@BlizStudio sure, one transform at a time. Not ideal. Needs an editor tool to visualize/save the rotations imo. I'm sure somebody has already or will soon make such a thing for XRI
Yep. Wish I were smart enough to make that tool. Too many times I've made changes during gameplay and then you stop ...oops
hey I'm trying to make this tablet but it falls thought plate I don't know why
does the plate have a collider on it? If not, then it needs have a collider so that the two game objects can interact.
Hey i'm curious if you ran into this problem that I did. I have a single interaction XRGrabInteractable tablet gameobject with a canvas on it. I can interact with the tablet fine, and if i pick it up, it works fine, but when i change hands, i lose interactability with my free hand until i move it a foot or two away from the tablet, then re-engage. it's almost like the active interactor is being preserved on the initial interactor group and not allowing poke interaction because it thinks it's busy until it moves out of range and back in. I've also noticed this issue where if i teleport or disable a canvas with my ray interactor active on it (using a close button is a perfect example), the reticle floats in midair. Is this known and if so do you know a workaround?
Try to make sure calling SelectExit() on the original interactor when you release the grab. This should give it a clean release it from that interactor and hopefully that will work.
@@BlizStudio I'll give it a shot thanks! how do i detect when i release the grab though? just through the action map?
I'm experiencing blurry UI text on my quest 2 (not in game view in Unity!). Anyone got a solution?
Hey Ben, are you using TextMeshPro or just the base UI Text game object? That will make a big difference. Also did you scale the text up?
@@BlizStudio Yes I'm using TextMeshPro. The weird thing is that the UI is only blurry on my quest 2 in VR, when I take it off and look at the game view in Unity, the text is sharp. How should I scale the text up?
It could be how you are rendering. Is the UI a world space UI? If so how close are you to the UI when it is blurry? Another thing to look at would be what render quality you are rendering to the headset. Another could be the performance of the environment. There are lots of variables there.
@@BlizStudioIt's set to world space. I also use it to render a tablet UI in vr, it's always blurry, no matter the distance. The whole UI canvas is blurry on the headset. I can see it when I add an image or something else to it. I don't know anything about the settings of rendering onto the device but I will look into that
Not sure if this is the issue or not but this video talks about some scaling and blurry issues that may help...
th-cam.com/video/GuWEXBeHEy8/w-d-xo.html
Anyone knows why I cant press the toggle? ty!
There are a bunch of different things to check. Make sure you don't have anything blocking the toggle button. You can also check to see if those objects are intractable with each other in the edit > project settings > physics