*IF YOUR HANDS AREN'T WORKING* My hands were getting stuck in the floor and not working at all. I did some digging and apparently you need to add a component called "Input Action Manager" to the "Left Controller" and "Right Controller" objects. Then you need to go under "Action Assets" and click the + symbol. Then select the circle thing to the right of the element and select "XRI Default Input Actions." Then hit play and it works (at least it did for me).
Dearest Valem, I know you are a busy man, saving the world one tutorial at a time. But I humbly request a tutorial dealing with an array of things across a multiplayer photon network and dealing with final IK if there is time for it. Unless there is a place to ask you for help specifically. You rock. Stay fly.
It's nuts how the SDKs change so dramatically. How many times have you had to revise this so far? While I'm stuck in my big game project, I kinda lose the versions out of sight and when I check your channel, I'm often flabbergasted what has changed in XRI, Oculus Integrations, MRTK etc. Sometimes, even stuff I squeezed in myself is now a basic function in XRI and I'm afraid to upgrade the toolkit. I think you know what I mean. Anyway, lads and lassies, if you really want to learn making VR apps, this is the channel!
Excellent video!! Could you consider making a multiplayer with handtracking based on this project? It would really be very useful since I have not found tutorials about it.
i had a problem with the materials but i fixed it by changing the shaders to standard so i hope that it helps someone (and sory about my english it is not my native language)
Tysm for this series!! VR Development is so hard to wrap my head around. I'm trying to add additional hand animations and I can't figure out how to add something like the thumbs up since the blend tree has a limit of two values. I also don't know how to check for thumbstick contact on the oculus controller. Will you be doing a more advanced animation video in the future?
Thanks for the very helpful video. I am only 1/2 way through and got stuck when first trying the interaction. The controllers were not visible. I found with XR Interaction Toolkit 2.5.1 that the controller model prefabs are not set like yours (just visible at 5:59)
your probably on a different version, I switched from 2022.3.9 (which didn't show controllers) to 2022.3.7 (which showed controllers). The controllers don't even matter as he gives them the ban hammer a minute later anyway
-As this is just setting animation poses will it work with any rigged hand or does the rig need specific bone structure and naming? There is nothing in the script suggesting it wouldn't work with a different bone structure but in a hand with 5 bones instead of 4, it doesn't seem to work?- Edit: I figured it out! I had just forgotten to set up the parameters in the animator. Thanks, Valem!
Hi from Greece. Wouldn't it be a good idea to also enable the VR Device Simulator? Having to put the headset on every time you test a change is annoying.
Hello there, I love your vids. Just a question, can't find the terminator hands in the assetstore. Are these free to use in other projects for commercial use or not? Kind regards :)
i am unable to make pinch and trigger work on Quest 3 even before all the terminator hand stuff. I added debug statements on the animateHandOnInput script and the values are all 0. I also tried changing the paths in XR Default Input Actions to use the touch pro controller profile but it didn't seem to work either.
Thanks for your kind and detailed lecture. As a beginner, I'm following your lecture step by step. But the problem is that the Unity project goes down when I play even thought I did everything you said in the lecture. I've made a new projects and tried it again several times, but the same problem always happened. Could you let me know if you know how to solve the problem? Thank you.
I had a similar problem, caused by Oculus link not working. Stopped Oculus link. Restarted unity editor a few times, seems caching some stuff, and second time miraculus it played thé scene. I then reactivated Oculus link.
will it be possible to do a tutorial on the change between the 2.0 and 3.0 version of the XR toolKit ? I am not really sure how to use the new version.
sorry. i couldn't move the controller on 7:37. T_T i'm doing all process of 0:00~7:40... but act the HMD, not act the controller... what should i do? check the OpenXR in Window, android XR Plug-in Management. and Add all Interaction Profiles list. of course Meta quest Support check do. In Package manager, setup XR Interaction toolkit, import Starter Assets. Create the XR Origin, set the left, right XRI default Controller.
Hey dude, Im making this game in unity right now, I was wondering if I could build the environment and add some multiplayer stuff and publish it to app lab (ill give you credit for the game so theres no copyright)
In the future could you cover more stuff on the combat side of vr games? It’s a lot rarer and I love the way you do tutorials. Love all your videos by the way/🎉🎉
Salut Valem ! Je me demandais comment faire pour que les mains "Terminator" soient adaptées à la 3D non URP parce que j'ai déjà commencé mon projet et ça me prendrais trop de temps pour tout refaire. For those that are english and have the same issue i translated here what i asked (sorry if theres mistakes): Hello Valem ! Just wondering if there was a way to use the "Terminator" hands in a non-URP 3D Project because i already started my project and it wouls take me too much time to redo all the project in URP Just for custom hands Love your videos
Bonjour ! Merci beaucoup pour le tuto il est super bien, je le suis pour une veille technologique sur la VR. J'ai un léger soucis, les modèles de mains n'ont pas de textures, ils sont rose. Est ce normal ?
there is a bug when ur hads are in the flor, i looke it up in internet and looks like its a popula problem. can u make a vid abt it? bc of this problem i cant repeat after u.
Make sure you're not using your real hands as these will not track. The hands you see in Valem's video are the controllers, and when they move it's because he's pressing the controller buttons to make these gestures.
Where is the link to download the unity package with everything needed for the tutorial? I don't see it in the description, there are only your affiliate asset links
You need a USB cable with USB-C at one end to use oculus link feature. Oculus link cable from Meta is overpriced piece of wire, you can buy a resonable usb cable for oculus for 15$ (see eg: KIWI design Oculus cable or Ikar Vr cable) or just use your usb charging cable (it will work however for smooth performance I recement spending those 15$ to have at least 2Gbps transmision) Also if you have strong Wi-fi connection, use AirLink to achieve the same resoults
Can someone help me? When I was following step by step I couldn’t find the same editor verison I could only find 2022.3.3.37f1 LTS and when I went to new projects I couldn’t find 3D URP
Valentin, can we already run vr on mac too? I mean that we can press play in unity and have the output sent to the quest headset? I know it works nice on windows, but on mac ???
Valem, I've already created my game, but im getting a lot of problems when trying to export it (quest 2, not pcvr). Could you make a video about it? Also, thank you very very much by all your tutorials, you've helped me a lot!
Probably already did something about it, but the wireless vr headsets (including quests and picos) usually run on ANDROID. Are you converted to android, and do you have the right tools to actually upload android in the first place?
This tutorial is great! I'm having one issue which is only the left eye of my quest 3 is rendering the animated hand models. Do you have any fix for this issue?
5:48 i can't find the XRI default Left Controller in Select preset. it has been None... am i lost video part? unity 2022.3.14f1, XR interaction toolkit 2.5.2
tutorial seems amazing but do not work! I have followed step by step but when launch the first play to see the controller they do no appear and not connected to hand movement they stay on the groud.....wtf....where I'm wrong? (I used the same version fo the tutorial about unity).
unsure if you fixed this but go to project starter assets and then go to prefabs and slect the controlers(there are 2 models one for left and one for right) and then connect them to the correct controller and then the models will work i must warn momvment will still not work which i am working on
Anyone doing with hand tracking can you help me i can see my hands but i cannot touch or pick any object even if they have grab interactable in it can someone explain and help?
Bonjour, j'ai un problème. A chaque fois que j'essaye de créer un jeu VR je fais exactement comme vous mais j'obtiens ces erreurs: Assertion failed on expression: 'IsMatrixValid(matrix)' UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&), Screen position out of view frustum (screen pos 0.000000, 0.000000, 1000.000000) (Camera rect 0 0 0 0) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Assertion failed on expression: 'IsFinite(d)' UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Assertion failed on expression: 'IsFinite(outDistanceAlongView)' UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Merci pour votre réponse.
No like how do I get the device to talk to my Unity? I plug it in and as expected nothing happens. It's not like it's a monitor. How do I negotiate the tech to get it to talk to unity? Every guide out there just doesn't seem to work and is confusing or not relevant.@@ValemTutorials
Hm. I'm not getting any input whatsoever in your "AnimateHandOnInput" script I made it print out "triggerValue", and I kept getting 0's no matter what I did can I get some help? (also the vr controllers are off-centered like always :DDDD)
@@ValemTutorials Well, it looks the exact same as the script on the last updates tutorial, and there doesn't seem to be any errors within the logic? Maybe the input actions are incorrect in the actual editor ill see if I can setup a manual detection for the trigger
@@ValemTutorials Is there anything different doing this from the other template that you made? because input works on there. I literally went and downloaded 2022.3.7f1, and made my first project in that specific version the tutorial thing in the video. Still doesn't work. Idk why I have so many different stupid issues when making these edit: I made it print out the "triggerValue" in the "AnimateHandOnInput" script. IT LITERALLY STILL PRINTS 0, BUT IT STILL ANIMATES?
Can someone point me to how I can update the material / texture foliage for URP? I would love to add some plants to my station because of you know, oxygen.
*IF YOUR HANDS AREN'T WORKING*
My hands were getting stuck in the floor and not working at all. I did some digging and apparently you need to add a component called "Input Action Manager" to the "Left Controller" and "Right Controller" objects.
Then you need to go under "Action Assets" and click the + symbol. Then select the circle thing to the right of the element and select "XRI Default Input Actions."
Then hit play and it works (at least it did for me).
I was pulling my hair out tryna figure this out lmao
I think you can just add one and it can be anywhere in the scene, I typically put mine on my XR Rig.
I did this and they don’t move the buttons on the controller track but they don’t move with my controllers
Dearest Valem, I know you are a busy man, saving the world one tutorial at a time. But I humbly request a tutorial dealing with an array of things across a multiplayer photon network and dealing with final IK if there is time for it. Unless there is a place to ask you for help specifically. You rock. Stay fly.
I definetly agree to you bro I want to leanr multiplayer logic in VR as well.
Me too! Vr multiplayer shooting with some AI !!!🔥
4 likes💀
What is wrong with people? I thought this would have ATLEAST 1k!😂
Hey i just finished the last one haha. Super excited to see what you think about the new stuff. Thanks for doing these!
I can’t thank you enough for this tutorial series. You’re extremely helpful and descriptive. Keep up the great work man
thanks to these tutorials I can start making my game now
It's nuts how the SDKs change so dramatically. How many times have you had to revise this so far? While I'm stuck in my big game project, I kinda lose the versions out of sight and when I check your channel, I'm often flabbergasted what has changed in XRI, Oculus Integrations, MRTK etc. Sometimes, even stuff I squeezed in myself is now a basic function in XRI and I'm afraid to upgrade the toolkit. I think you know what I mean.
Anyway, lads and lassies, if you really want to learn making VR apps, this is the channel!
I like the portal ripoff you did :)
Awesome video and content as usual. So glad you made this series! Top Notch!
VR King came to the stage and giving a speech how he is doing all of these amazing thing with his endless wisdom
I'm looking forward to the next episode of this tutorial series
My hands are just straight on the floor
Excellent video!!
Could you consider making a multiplayer with handtracking based on this project? It would really be very useful since I have not found tutorials about it.
He has that in his patreon!
Good Idea
I don't have enough money to buy them because in terms of Turkhis curreny it's way to high for me :((((@@malorum
i had a problem with the materials but i fixed it by changing the shaders to standard so i hope that it helps someone (and sory about my english it is not my native language)
Tysm for this series!! VR Development is so hard to wrap my head around.
I'm trying to add additional hand animations and I can't figure out how to add something like the thumbs up since the blend tree has a limit of two values. I also don't know how to check for thumbstick contact on the oculus controller. Will you be doing a more advanced animation video in the future?
Here you can simply make three nested 1D Blend Three, and in each one setup, respectively, from Idle to Trigger, Grip and ThumbsUp.
this is epicness
Thanks for the very helpful video. I am only 1/2 way through and got stuck when first trying the interaction. The controllers were not visible. I found with XR Interaction Toolkit 2.5.1 that the controller model prefabs are not set like yours (just visible at 5:59)
me too, animation aren't present
same do you know how i might fix it?
@@cmonbruh637 no
your probably on a different version, I switched from 2022.3.9 (which didn't show controllers) to 2022.3.7 (which showed controllers). The controllers don't even matter as he gives them the ban hammer a minute later anyway
me too. can't find VR controllers in VR Scene.
unity 22.3.7f1, XR interaction toolkit 2.4.3
Thanks for the tut
Is this just gonna be stuff you can plug into the last tutorial? That would be really cool
Im having issues with the movement I have the hands in the game and I can move my fingers and everything but the joysticks do not let me move around
thanks
Is there difference between built-in vs URP?? What has more assets in asset store?
Cant wait for the full series to come out! Super excited ᕕ(՞ᗜ՞)ᕗ
-As this is just setting animation poses will it work with any rigged hand or does the rig need specific bone structure and naming? There is nothing in the script suggesting it wouldn't work with a different bone structure but in a hand with 5 bones instead of 4, it doesn't seem to work?-
Edit: I figured it out! I had just forgotten to set up the parameters in the animator. Thanks, Valem!
Hi from Greece. Wouldn't it be a good idea to also enable the VR Device Simulator? Having to put the headset on every time you test a change is annoying.
Il est tres difficil bro
Thanks for the tutorial ! good luck
Hello there, I love your vids. Just a question, can't find the terminator hands in the assetstore. Are these free to use in other projects for commercial use or not? Kind regards :)
It's in his starter assets file in the description
Which is the link in the description that you need for the hand models? time stamp: 8:42
Sorry i just added it right now drive.google.com/file/d/1B5qxgxok_B-kHy8oZSXuYUtrMea-BA1t/view?usp=sharing
No problem! thanks for the fast response. Your videos are great!@@ValemTutorials
i can't find the whole "XR controller" thing and i was wondering if anybody could help me with that?
Will this be compatible with the VR full body integration tutorial as well?
i am unable to make pinch and trigger work on Quest 3 even before all the terminator hand stuff. I added debug statements on the animateHandOnInput script and the values are all 0. I also tried changing the paths in XR Default Input Actions to use the touch pro controller profile but it didn't seem to work either.
how did you get that red dot on blend tree animation?
Is the starter assets and the hands model open source?
Valem, please let me know how I can find more custom hand assets like the terminator asset! Really couldn't find much infos
Thanks for your kind and detailed lecture. As a beginner, I'm following your lecture step by step. But the problem is that the Unity project goes down when I play even thought I did everything you said in the lecture. I've made a new projects and tried it again several times, but the same problem always happened. Could you let me know if you know how to solve the problem? Thank you.
I had a similar problem, caused by Oculus link not working. Stopped Oculus link. Restarted unity editor a few times, seems caching some stuff, and second time miraculus it played thé scene. I then reactivated Oculus link.
will it be possible to do a tutorial on the change between the 2.0 and 3.0 version of the XR toolKit ? I am not really sure how to use the new version.
i cant find the left and right controller at 5:09 can someone pls help
sorry. i couldn't move the controller on 7:37. T_T
i'm doing all process of 0:00~7:40... but act the HMD, not act the controller...
what should i do?
check the OpenXR in Window, android XR Plug-in Management.
and Add all Interaction Profiles list. of course Meta quest Support check do.
In Package manager, setup XR Interaction toolkit, import Starter Assets.
Create the XR Origin, set the left, right XRI default Controller.
Sadly, with Q3, the floor Tracking Origin Mode is not working for me, my head appear in the ground :(
Change it to device
Hey dude, Im making this game in unity right now, I was wondering if I could build the environment and add some multiplayer stuff and publish it to app lab (ill give you credit for the game so theres no copyright)
In the future could you cover more stuff on the combat side of vr games? It’s a lot rarer and I love the way you do tutorials. Love all your videos by the way/🎉🎉
He's got some older videos on his patreon with a zombie shooter or superhot vr
@@SlimShady1581994 they asked for more stuff, not to simply upload that specific stuff
Salut Valem ! Je me demandais comment faire pour que les mains "Terminator" soient adaptées à la 3D non URP parce que j'ai déjà commencé mon projet et ça me prendrais trop de temps pour tout refaire.
For those that are english and have the same issue i translated here what i asked (sorry if theres mistakes):
Hello Valem ! Just wondering if there was a way to use the "Terminator" hands in a non-URP 3D Project because i already started my project and it wouls take me too much time to redo all the project in URP Just for custom hands
Love your videos
My xr rig does not show left or right controller like yours does
Bonjour ! Merci beaucoup pour le tuto il est super bien, je le suis pour une veille technologique sur la VR. J'ai un léger soucis, les modèles de mains n'ont pas de textures, ils sont rose. Est ce normal ?
Could you make a video about card games in VR?
how do we set up connecting the headset to unity?? You never put it in the descripion
Hope u see this valem but is it physic movement? Like can my hands go through things or no
there is a bug when ur hads are in the flor,
i looke it up in internet and looks like its a popula problem.
can u make a vid abt it?
bc of this problem i cant repeat after u.
Make sure you're not using your real hands as these will not track. The hands you see in Valem's video are the controllers, and when they move it's because he's pressing the controller buttons to make these gestures.
Where is the link to download the unity package with everything needed for the tutorial? I don't see it in the description, there are only your affiliate asset links
same issue
Sorry i just added it right now drive.google.com/file/d/1B5qxgxok_B-kHy8oZSXuYUtrMea-BA1t/view?usp=sharing
@@ValemTutorials brilliant thanks 👍
i dont have the android option when in xr plug in managment or OpenXR
Anyone know why when I start the game my camera is in the floor??
Have you discovered the solution? I am trying but I don't know how
Do you need an oculus link to be able to test your own game? Or can even a simple MacBook charger cable can work?
You need a USB cable with USB-C at one end to use oculus link feature. Oculus link cable from Meta is overpriced piece of wire, you can buy a resonable usb cable for oculus for 15$ (see eg: KIWI design Oculus cable or Ikar Vr cable) or just use your usb charging cable (it will work however for smooth performance I recement spending those 15$ to have at least 2Gbps transmision)
Also if you have strong Wi-fi connection, use AirLink to achieve the same resoults
I can't see my hands of VR (quest 2) Can I ask why for that?
Can someone help me? When I was following step by step I couldn’t find the same editor verison I could only find 2022.3.3.37f1 LTS and when I went to new projects I couldn’t find 3D URP
Hi I have a problem with the screen on Game mode, it doesn't move it just stays in one place what do you think the problem can be?
My hands are only showing up on one eye but not on the other one
reset the postion of the one that isnt working
Valentin, can we already run vr on mac too? I mean that we can press play in unity and have the output sent to the quest headset? I know it works nice on windows, but on mac ???
Only one way to find out.
Valem, I've already created my game, but im getting a lot of problems when trying to export it (quest 2, not pcvr). Could you make a video about it?
Also, thank you very very much by all your tutorials, you've helped me a lot!
Probably already did something about it, but the wireless vr headsets (including quests and picos) usually run on ANDROID. Are you converted to android, and do you have the right tools to actually upload android in the first place?
For me I basically can't do anything because my Origin Is Not setting my height and rather putting me in the ground. Please help Valem!
ur game sounds so fucking sweet I can’t wait
This tutorial is great! I'm having one issue which is only the left eye of my quest 3 is rendering the animated hand models. Do you have any fix for this issue?
I found that by creating and adding a material to the hand models, the issue was resolved
For anyone still having this issue: go to project settings > OpenXR > Render mode should be multipass!
Mine doesn’t say default controller it just says none what’s the issue?
i cant slect 2 things in unity can you teach me?
Press "control" while selecting them.
5:48 i can't find the XRI default Left Controller in Select preset. it has been None... am i lost video part?
unity 2022.3.14f1, XR interaction toolkit 2.5.2
i find it! samples starter assets import!
@@EOS-ci1po Hello, I am having this same problem, am new to Unity. Would you tell me how to fix this? Thank you!
tutorial seems amazing but do not work! I have followed step by step but when launch the first play to see the controller they do no appear and not connected to hand movement they stay on the groud.....wtf....where I'm wrong? (I used the same version fo the tutorial about unity).
Same
unsure if you fixed this but go to project starter assets and then go to prefabs and slect the controlers(there are 2 models one for left and one for right) and then connect them to the correct controller and then the models will work i must warn momvment will still not work which i am working on
How we can get more hand models to choose from ? Is it called assets ?
You needa find more on the internet or create them yourself
Why did you use OpenXR instead of Oculus. 2:07
I guess OpenXR is generic.
because oculus supports only oculus and openxr supports basically every vr headset that can plug into a computer
@SuitedGhost okey as I said. But he was using Oculus Quest 2. Why didn't prefer Oculus. Is there any advantage?
Anyone doing with hand tracking can you help me i can see my hands but i cannot touch or pick any object even if they have grab interactable in it can someone explain and help?
Can anyone tell me how to connect and test with Oculus in Mac?
Hello Valem, would this work for Oculus Quest 2 as well ?
I used quest 2! :) and yes it works for most vr headset
i want to do some projects but dont have the dicipline, pklz help any tip anyone?
I followed the tutorial step by step but the hands in the scene don't move according to my controllers. They remain still. What can it be?
Are you in hand tracking?
i got the same problem my controller are not tract that is why my hands are also laying on the ground. on the quest 3
@@itsaducklin
W
Hi dojjoy👋
arent you a gtag fan game dev?
@@NAGYT101 I
Am
why you watching this maybe inspiration@@DojjoyTheDeveloper
Why can’t I select android?
Why are my hands stuck to the floor?
bro my vr project there is some quality issues how do i increase render quality without lagging can you please tell me about that issue
varavey varathu unaku
My controllers are just not showing up at all. I don’t know what to do
Drag the prefabs from the folder Starter Assets>Models to the controllers
Sorry, drag the prefabs NOT the models
8:56
6:55
wait a sec, im early?? ok cool . anyways do you know when your hogwarts VR will be ready? :)
The hogwarts vr video? I already mzde it and its available on my main channel Valem! :)
oh , actually i was referring to the project source code hoping to find in your patreon but i cant find it there
@@hazelyokouji2005 oh right I will post it tomorrow and it will already cover part 1 , 2 , 3 and 4 :)
Love u man
Why are my controllers facing towards the player instead of away from him?!
Silly me, I dragged the models of the controllers not the prefabs
Bonjour, j'ai un problème. A chaque fois que j'essaye de créer un jeu VR je fais exactement comme vous mais j'obtiens ces erreurs:
Assertion failed on expression: 'IsMatrixValid(matrix)'
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&),
Screen position out of view frustum (screen pos 0.000000, 0.000000, 1000.000000) (Camera rect 0 0 0 0)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Assertion failed on expression: 'IsFinite(d)'
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Assertion failed on expression: 'IsFinite(outDistanceAlongView)'
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Merci pour votre réponse.
I am succes to solve the problem: change in OpenXR, single pass to multi pass
Why cant i see my hands? How do i fix that
Wait nvm I fixed it!
@@jadentroyer1710 HOW DID YOU FIX IT? PLease tell me bro
Please
@@Ashtin-hb3yq Just follow what he says and you will fix it
I looked
You said you would put occulus setup in the description but it's not there
Its in the starter assets ! :)
No like how do I get the device to talk to my Unity? I plug it in and as expected nothing happens. It's not like it's a monitor. How do I negotiate the tech to get it to talk to unity? Every guide out there just doesn't seem to work and is confusing or not relevant.@@ValemTutorials
bruh how do i get the hands for free im not paying 90 $
is the hand already animated
Yes but you can make your own pose and add it to the animator like i show at the end :D
Look I have a plan for my VR game still i don't care if im 10 my dream is to make a VR game
@@ValemTutorials my hands arent animated and they have the wrong position compared to real life
help pls
OMG
yippie
I am first. Video is good
WHERE THE FUCK IS THE XR ORIGIN XR RIG PLEASE
Hm. I'm not getting any input whatsoever in your "AnimateHandOnInput" script
I made it print out "triggerValue", and I kept getting 0's no matter what I did
can I get some help?
(also the vr controllers are off-centered like always :DDDD)
Did you make sure to setup the action correctly on the AnimateHandOnInput script ?
@@ValemTutorials Well, it looks the exact same as the script on the last updates tutorial, and there doesn't seem to be any errors within the logic? Maybe the input actions are incorrect in the actual editor
ill see if I can setup a manual detection for the trigger
@@ValemTutorials Is there anything different doing this from the other template that you made? because input works on there.
I literally went and downloaded 2022.3.7f1, and made my first project in that specific version the tutorial thing in the video. Still doesn't work. Idk why I have so many different stupid issues when making these
edit: I made it print out the "triggerValue" in the "AnimateHandOnInput" script.
IT LITERALLY STILL PRINTS 0, BUT IT STILL ANIMATES?
Can someone point me to how I can update the material / texture foliage for URP? I would love to add some plants to my station because of you know, oxygen.
have you figured it out yet? if not try using the render pipeline converter window. Be sure to backup your project before doing so though
I got it working but it's not perfect. The alpha masking is doing something weird when you look at the plant up close.
he is to fast
Go to settings and lower the playback speed
Your too slow
rgx
Hi can anyone make a vr game for me i need for my assignment
Man these are so damn confusing…
Valem ,When is the apple vision pro SKD tutorial coming out and I am looking forward to itface-blue-smiling
lmao thats never coming out
well I think it came out