Big thanks to Developer Nation for sponsoring this video. You can take a few minutes to answer the survey and get a chance to win a prize : survey.developernation.net/name/dn29/branch/main_xr/?member_id=valem_tutorials&
Awesome tutorial. Would be great to see how it could be integrated with Hurricane VR physics and simple example showcasing the ability to kick a football, to see how good the legs function and if good leg tracking is supported. Thanks for a great tutorial.
Wow ! Great tutorial. Love the content. Is this the version 6 of unity ? Or will it work with the old see versions? I see a lot of people doing VR tutorials with the older 2022 versions on TH-cam but I presume that was just cos the unity 6 wasn’t a LTS version until recently ? Thanks 🎉
Great tutorial. Could you show how to use the player's torso/hip direction as the forward direction for locomotion (i.e., continuous movement via joystick)?
Took me a while to figure out but if you are using the link cable, ensure your meta app on PC under Settings -> Beta -> Developer Runtime Features is enabled.
Thank you for the great tutorial! However, I can't get full body tracking to work, even with the sample scene. The avatar's body is just leaning forward with the knees slightly bent. What do you think the problem is in this case?
I am wondering the same thing. For sure, the leg tracking looks much worse, which is kind of a dealbreaker for me, but im wondering if i can combine the upper body tracking with finalIK for lower body to get the best of both worlds.
I wass using XROrigin before. but the rigging was very ugly. this movement sdk do a really good job on IK, but i dont know if i should just trade my XRO for OVR, since when you install the all in one meta sdk, they alert you that OVR will be depreaced in 25. cant find any way to make work with XRO. any sugestions?
I am running on Version 2023.2.15f1. But the character remains in T-Pose. I am using the Meta Interaction SDK package and I did everything that was said in the video. How can I fix this problem? Please help!
Took me a while to figure out but if you are using the link cable, ensure your meta app on PC under Settings -> Beta -> Developer Runtime Features is enabled.
could you make a video on collisions. Im making a car type game but when i drive my car into a wall it passes right through it. I tried so many things and did layers and stuff but i cant seem to find why it doesnt work🙏
@Bread_Pugs movements are just teleport between positions, sometimes the velocity make the car teleport after the collider. Using what type of movement? Transform.movetowards? Character controller? I think will be better solution using rigidbody movement in fixed update to your case.
Big thanks to Developer Nation for sponsoring this video. You can take a few minutes to answer the survey and get a chance to win a prize :
survey.developernation.net/name/dn29/branch/main_xr/?member_id=valem_tutorials&
Sir, I've been trying to reach you for the past few days. Please send a reply
Awesome tutorial as always! YES a tutorial how to use fullbody with Interaction Toolkit would be great!
Tutorial with this + multiplayer please
This came out exactly when I needed it to. Valem, you continue to be the uncontested goat in this space and we appreciate you so so so much.
nice tutorial, looking forward to more coming!
Thanks!
Yes! Can’t wait for the next tutorial.
Go here for custom characters: 7:22
Awesome tutorial. Would be great to see how it could be integrated with Hurricane VR physics and simple example showcasing the ability to kick a football, to see how good the legs function and if good leg tracking is supported.
Thanks for a great tutorial.
Yes that would be great to work with Hurricane or a full tutorial for Hurricane to make it all happen as well!
Super nice content, looking forward the interaction deployment. Thanks&Rgds.
Wow ! Great tutorial. Love the content. Is this the version 6 of unity ? Or will it work with the old see versions? I see a lot of people doing VR tutorials with the older 2022 versions on TH-cam but I presume that was just cos the unity 6 wasn’t a LTS version until recently ? Thanks 🎉
Also their policy changed so licensing costs are way up from Unity 6 on...
What is the best way to go about using this setup under the "XR interaction Setup (MP Variant)" in the VR multiplayer template?
Great tutorial. Could you show how to use the player's torso/hip direction as the forward direction for locomotion (i.e., continuous movement via joystick)?
Amazing tutorial
Hello!
Thanks for the tutorial!
Does body tracking affect performance?
Comptability ? rift S ? valve index ?
OMG you are the man!
TY
너무 유용해요 감사합니다!!!!!!
When I put the prefab in the ovrcamerarig it doesn’t the model stays t-posing and doesn’t follow the movements
maybe u need openvr
@ do you have the link perchance?
@@IWAJVR th-cam.com/video/v47lmqfrQ9s/w-d-xo.html
ENABLE RIG BUILDER
Took me a while to figure out but if you are using the link cable, ensure your meta app on PC under Settings -> Beta -> Developer Runtime Features is enabled.
This is a great tutorial! But the forearm rotation does not work. Do you know any workarounds for this?
Thanks! This is awesome.
By the way, has anyone else experienced crashes when using it with Unity 6? It only works properly for me in Unity 2022.
[Photon Fusion] Colocation not works with lated players joing! And sometimes my Movement SDK Avatar rig disjoint like a bone pile
Thank you for the great tutorial!
However, I can't get full body tracking to work, even with the sample scene.
The avatar's body is just leaning forward with the knees slightly bent.
What do you think the problem is in this case?
how can we make it work with networked avatar building block
Hi! Congrats! I'm using Final IK, are these results better?thanks in advance
I am wondering the same thing. For sure, the leg tracking looks much worse, which is kind of a dealbreaker for me, but im wondering if i can combine the upper body tracking with finalIK for lower body to get the best of both worlds.
Can u make a video about the vr enemies pls bro
I wass using XROrigin before. but the rigging was very ugly.
this movement sdk do a really good job on IK, but i dont know if i should just trade my XRO for OVR, since when you install the all in one meta sdk, they alert you that OVR will be depreaced in 25.
cant find any way to make work with XRO.
any sugestions?
I am running on Version 2023.2.15f1. But the character remains in T-Pose. I am using the Meta Interaction SDK package and I did everything that was said in the video. How can I fix this problem? Please help!
ENABLE RIG BUILDER
@suryavijayy When I do this, I get an error saying "You should not activate Enable Rig".
Took me a while to figure out but if you are using the link cable, ensure your meta app on PC under Settings -> Beta -> Developer Runtime Features is enabled.
@@TheScienceIsReal thank you! you are a life saver
What hmds does this work for?
Do hands have physics ?
could you make a video on collisions. Im making a car type game but when i drive my car into a wall it passes right through it. I tried so many things and did layers and stuff but i cant seem to find why it doesnt work🙏
tryed continuous rigidbody?
@@foxkbt i tried like everytype, idk if its my movement script or something
@Bread_Pugs movements are just teleport between positions, sometimes the velocity make the car teleport after the collider.
Using what type of movement?
Transform.movetowards? Character controller?
I think will be better solution using rigidbody movement in fixed update to your case.
If still cant make work, try creating a raycast check for collisions.
@@foxkbt i was first using transform but when i switched to move position it kinda bugged it out and made it really janky
Y position always negative! When playmode Start the character goes with head always beyond the ground!
Why aren't you using Unity 6?
First
When the player hands are not visible, the character skeleton dismount like a pile of bones.
i dont know why but this doesnt work in unity 6
Second
天哪
Third