Thank god!!!! I’ve seriously been looking for a video like this that isn’t half an hour! They are all impossible to follow because they are so long. You saved me so much time, your the best.
Thanks! That was actually my thought when creating this, too! A lot of videos are like 20 minutes long just to get the basics installed. Pretty crazy 😧
Great video! and goodluck on growing your channel. Just a tip for 2020.1 version of unity: you can go to component>XR>RoomscaleRig to add a default rig that cuts out a lot of the tedious steps. also i hope unity xr improves quickly because all this workaround stuff is making it very difficult to work on my final year project for college
Thanks for the tip! I also hope it gets easier. I think it will soon: www.auganix.org/unity-announces-plans-to-release-experimental-version-of-unity-openxr-early-next-year/ Maybe by the Spring of 2020, you'll be able to use Unity XR without too many workarounds. :)
could you do a video on locomotion and updating the real world position of the hmd to the xr rig/vr camera rig? recentering after realworld movement recenters to the original position of the xr rig, not just modify the current hmd rotation to gameworld forwards rotation, the xr rig/vr camera rig wont move during real world movement. awesome vid ^^
Great tutorial, i've tried other but non of them worked with the HP Reverb G2, but i have a question, using the Windows Mixed Reality (WMR) loader, my hands constantly disappear , i've changed the Near of the camera to the minimum 0.01 but is not working, if i put my hand far they are shown, but if i use OpenVR loader, this works perfectly, but i woudl like to use the native WMR too, since the HP are WMR
Hey Jose, I haven't heard of this before, but I did some research and found this Unity issue: issuetracker.unity3d.com/issues/hdrp-xr-camera-does-not-respect-near-slash-far-clipping-plane-settings?_ga=2.249237582.853731030.1608247592-1736861258.1598563078 What version of Unity are you using? Maybe if you update it will work because it seems like they recently fixed a similar bug to what you're talking about. I'm currently on Unity 2020, but not sure if upgrading is a realistic solution for you.
@@ProfitGoat thanks, sadly my project is on 2020.2.0f1 so not update is needed, but anyway thanks for this ticket i left a message and hopefully this will be fixed in the future
I keep gettign an error: "Error adding new version of OpenVR package: Unable to add package [com.valvesoftware.openvr]: Package [com.valvesoftware.openvr] cannot be found Please manually reinstall the package through the package manager." I went to package manager and I couldnt find the tab. Can anyone help? im using version 2019.3.3f1
So if you use UnityXR will you still be able to publish it on steam and have it work fine on steam? or will steam actually require your game to use SteamVR?
Right now you still need to install the SteamVR plugin for Input (buttons, touchpad, etc). I'm hoping that changes soon. Check out the Github link I have in the video/description then go to issues. As of September 2020, there is a pinned thread about UnityXR and SteamVR input not working properly so you have to do workarounds to get it to work (installing SteamVR plugin just for input along with UnityXR). Hopefully I have a tutorial on this soon.
Hey Novaborn, the unity-XR plugin git link seems to have been deprecated by Steam due to violating the ToS of unity ( using NPM ). Is this still the recommended way to get the SteamVR plugin integrated?
Apparently Unity XR and SteamVR don't work well together in Unity 2020. So I would try using the Unity 2019 LTS if you want to use Unity XR with Steam VR.
Hi Lee, you have to set that up yourself. Look into CommonUsages for Unity XR to grab the information of the primary2dAxisTouch. Check out my video on hands part 2 if you want to see an example of CommonUsages. After watching that video, you should understand this function: inputDevice.TryGetFeatureValue(CommonUsages.primary2DAxish, out Vector2 primary2DAxis); You need to get the Vector2 primary2DAxis from this. From this you can do transform.position += new Vector3(primary2DAxis.x * speed, 0, primary2DAxis.y * speed). This is off the top of my head so let me know if still seeing errors.
Thank god!!!! I’ve seriously been looking for a video like this that isn’t half an hour! They are all impossible to follow because they are so long. You saved me so much time, your the best.
Thanks! That was actually my thought when creating this, too! A lot of videos are like 20 minutes long just to get the basics installed. Pretty crazy 😧
Excellent. Not an easy task to create a video with all the essential information, and be so concise at the same time. Good voice over as well.
Thanks
Really nice setup tutorial. This opens up so much possibilities!
Glad you think so!
Great video! and goodluck on growing your channel. Just a tip for 2020.1 version of unity: you can go to component>XR>RoomscaleRig to add a default rig that cuts out a lot of the tedious steps. also i hope unity xr improves quickly because all this workaround stuff is making it very difficult to work on my final year project for college
Thanks for the tip! I also hope it gets easier. I think it will soon: www.auganix.org/unity-announces-plans-to-release-experimental-version-of-unity-openxr-early-next-year/
Maybe by the Spring of 2020, you'll be able to use Unity XR without too many workarounds. :)
could you do a video on locomotion and updating the real world position of the hmd to the xr rig/vr camera rig? recentering after realworld movement recenters to the original position of the xr rig, not just modify the current hmd rotation to gameworld forwards rotation, the xr rig/vr camera rig wont move during real world movement. awesome vid ^^
just wondering how do you grab stuff with these cube hands?
YOU ARE A LIFE SAVER !!!!!!!!!!
Great tutorial, i've tried other but non of them worked with the HP Reverb G2, but i have a question, using the Windows Mixed Reality (WMR) loader, my hands constantly disappear , i've changed the Near of the camera to the minimum 0.01 but is not working, if i put my hand far they are shown, but if i use OpenVR loader, this works perfectly, but i woudl like to use the native WMR too, since the HP are WMR
Hey Jose, I haven't heard of this before, but I did some research and found this Unity issue: issuetracker.unity3d.com/issues/hdrp-xr-camera-does-not-respect-near-slash-far-clipping-plane-settings?_ga=2.249237582.853731030.1608247592-1736861258.1598563078
What version of Unity are you using? Maybe if you update it will work because it seems like they recently fixed a similar bug to what you're talking about. I'm currently on Unity 2020, but not sure if upgrading is a realistic solution for you.
@@ProfitGoat thanks, sadly my project is on 2020.2.0f1 so not update is needed, but anyway thanks for this ticket i left a message and hopefully this will be fixed in the future
I keep gettign an error:
"Error adding new version of OpenVR package:
Unable to add package
[com.valvesoftware.openvr]:
Package [com.valvesoftware.openvr] cannot be found
Please manually reinstall the package through the package manager."
I went to package manager and I couldnt find the tab. Can anyone help? im using version 2019.3.3f1
Hello I have a question how can I set it up to android device?
what do i do in the first test on the oculus quest?what do i have to do in the quest?
finally i can make a game in unity thanks 😁
You're welcome. 😃
So if you use UnityXR will you still be able to publish it on steam and have it work fine on steam? or will steam actually require your game to use SteamVR?
Right now you still need to install the SteamVR plugin for Input (buttons, touchpad, etc). I'm hoping that changes soon. Check out the Github link I have in the video/description then go to issues. As of September 2020, there is a pinned thread about UnityXR and SteamVR input not working properly so you have to do workarounds to get it to work (installing SteamVR plugin just for input along with UnityXR). Hopefully I have a tutorial on this soon.
@@ProfitGoat Thanks
Hey Novaborn, the unity-XR plugin git link seems to have been deprecated by Steam due to violating the ToS of unity ( using NPM ). Is this still the recommended way to get the SteamVR plugin integrated?
Apparently Unity XR and SteamVR don't work well together in Unity 2020. So I would try using the Unity 2019 LTS if you want to use Unity XR with Steam VR.
Fantastic tutorial :D
Thank you for the kind words! 😁
Will this work while making cardboard vr app?
Unfortunately, Unity XR doesn't support Cardboard.
By chance do you know why I cannot move with the oculus joystick? I have been trying to get that to work for about a month now with no luck.
Hi Lee, you have to set that up yourself. Look into CommonUsages for Unity XR to grab the information of the primary2dAxisTouch. Check out my video on hands part 2 if you want to see an example of CommonUsages. After watching that video, you should understand this function: inputDevice.TryGetFeatureValue(CommonUsages.primary2DAxish, out Vector2 primary2DAxis);
You need to get the Vector2 primary2DAxis from this. From this you can do transform.position += new Vector3(primary2DAxis.x * speed, 0, primary2DAxis.y * speed).
This is off the top of my head so let me know if still seeing errors.
You should have way more subs than this! Thanks it really helped!
Wow you're welcome! I really appreciated that! :')
Can I use this in Android mobile instead of oculus??
For testing?
Great quick video thank you.
You're welcome. Thanks for watching!
Super helpful, thank you!
You're welcome!
Cant find xr rig
Use XR Origin its the same
Thanks
U da man
69 likes lol
Nice.