Thank you so much! I was so happy when it finally worked. I don't have a headset so this was super awesome!!!! Your other video was also great. Thank you again!!!
Hi, you said that you will explain how to set all the settings in Mac. I am in a project where we use openXR but I do not have the device, there is a way to ignore the device but continue coding and working? Thank you!
There's a part of the assets you need to include in your scene called "XR Device Simulator UI" and it needs to be set to active to show up in the scene." Hope that helps, If the controls aren't working I'd make sure I have to prefab "XR Interactive Setup" in the scene. In the package manager when you click on the XR Interaction Toolkit, be sure to check out the samples tab and get the "Starter Assets Pack", which has a demo scene included with the rig already set up and the XR Interaction Setup added in. Then you just gotta add in the XR Device Simulator and the XR Device Simulator UI prefabs and then you should be good to go. When using the interactive level, the default command to interact is by hitting G if you switch to the controllers using Tab to switch to controller mode. I think the instructor in this video combined all those prefabs under another complete prefab so he can drop it into any scene. Best of luck
Oh I just installed a new unity version and a lot of the samples aren't included because I guess they haven't been updated. I opened the project in a 2022 version and the samples were there.
Thank you so much! I was so happy when it finally worked. I don't have a headset so this was super awesome!!!! Your other video was also great. Thank you again!!!
Thank you. That's super helpful.
If your VR headset interferes with the simulator:
Make sure to disable "Initialize XR on Startup" under "XR Plug-in Management" in Project Settings.
Wow, thanks for the advice!
Thank you for the tutorial, somehow the control of Unity XR Device simulator are remind me of Hand simulator lol.
is there no way to tell from code whether a headset is attached and dynamically enable/disable the device simulator?
The link doesnt work
Hi, you said that you will explain how to set all the settings in Mac. I am in a project where we use openXR but I do not have the device, there is a way to ignore the device but continue coding and working?
Thank you!
Hey, the project link pointing for Google Drive it's not working.
Mine doesnt show the controllers like yours
how to display my game scene in one eye only, meaning both eye are only in one display for mock hmd?
how to show xr device simulator panel
even i can not see the panel, do you want to connect to discuss or learn together?
There's a part of the assets you need to include in your scene called "XR Device Simulator UI" and it needs to be set to active to show up in the scene." Hope that helps, If the controls aren't working I'd make sure I have to prefab "XR Interactive Setup" in the scene.
In the package manager when you click on the XR Interaction Toolkit, be sure to check out the samples tab and get the "Starter Assets Pack", which has a demo scene included with the rig already set up and the XR Interaction Setup added in. Then you just gotta add in the XR Device Simulator and the XR Device Simulator UI prefabs and then you should be good to go. When using the interactive level, the default command to interact is by hitting G if you switch to the controllers using Tab to switch to controller mode.
I think the instructor in this video combined all those prefabs under another complete prefab so he can drop it into any scene. Best of luck
@@TechyChung I explain it to the best of my knowledge in another reply in this series of replies. Hope it helps!
Oh I just installed a new unity version and a lot of the samples aren't included because I guess they haven't been updated. I opened the project in a 2022 version and the samples were there.
Your google drive file is gone.
get a real computer