Having Problems With Setup? Check out some of these solutions! **Unity VR Changes** XR Plug-in for Android - At 3:42 , we use the OpenXR plugin for our Android setting. Recently, this has been giving issues when later building to the Quest2/3. For now, choose Oculus as the Plug-in Provider **Bugs In Video** Two Main Cameras - After adding the XR Origin, the project will have two cameras in the Scene. Make sure to delete the one no located on the XR Origin. Input Action Manager - It appears at 10:30, the addition of a Input Action Manager is not needed. Unity automatically adds this component to the XR Origin. I still enjoy having it for organization purposes, but feel free to leave it where you like! Cheers! **Quest2/3 Setup** If you're struggling to connect your Quest to Unity, try following this guide! medium.com/@rogermoore06/setting-up-the-meta-quest-2-for-unity-development-780e6c5ac346
my journey starts somewhere else trying to find a solution for this, but your video always helps me the way it should. from the basics, not starting in the middle with half already setup in another video somewhere else. Great job as always FFOS. Im always checking your tips and tricks out. and i recomend you to everyone i know and talk about.
Thank you for this Video, it helps my to develop my Unity XR skills. Just one point. I´m a Mac + Quest 3 user and I´ve seen from another tutorial that the following checkbox has to be enabled: Project Settings > Open XR > Android > OpenXR Feature Groups > activate Checkbox for "Meta Quest Support". Now I´ve found out how to visit it with my Mac on the Quest 3 through "Build and Run", maybe for other visitors a video how to do that will be helpful.
That's incredible! Thank you so much for this comment. It means a lot to me and I wish you and your son the best of luck as you build more VR worlds! 🍤🦐
Dont skip the step where you plug in the VR device and have it talk to Unity. There's like 50 steps on how to get the device plugged and set up that no other tutorial covers
Thank you so much for making an updated tutorial on this. Build versions move so quickly it's hard to keep up. Keep up the great work man, you earned a subscribe from me :)
So much gets added in just a year! No other choice, but to redo the basics. They just released version 2.4 of the XR Interaction Toolkit right in the middle of me making this series 🙃
Note: If you are using SteamVR and you do not see the controllers once everything is set up, you need to disable SteamVR -> Settings -> Video -> Pause VR when headset is idle. Apparently a common issue that took me an hour or so to resolve. Hope it helps people in the future.
With the release of the Quest 3 and deliveries now coming through, I would appreciate it if you considered a tutorial on passthrough and surface detection. Thanks for your amazing tutorials!
Good catch! Totally missed that this automatically gets added now. Those sneaky Unity devs done got me again. Going to make a pinned comment about this. Thank you!!! 🍤🍤🍤
Hi there, Great video :) Is there a known reasons why when i ad XR origin, I don't get the left and right hand controller options, just the main camera and camera offset ?
Hi, following the code you provided is it possible to see the spheres without headset? Cause I don't have a headset and can't see the hand controller spheres right now.
I accidentally clicked Oculus before OpenXR, meaning I now have both in the dropdown menu. (Oculus on top) I think this is affecting the start up of my game on the VR Headset as it just dosn't load and show within my headset (Oculus Quest 2). Idk how I did it but I got it twice where I could play, but then straight after it breaks. Any idea how I could delete the Oculus menu section if that is the problem?
When you create the project why do you choose 3D URP instead of the VR template? From what I can tell the VR template is the same but with all this stuff preinstalled?
If you're following this tutorial series, I would stick with the version that I was in the tutorials. Sadly, I need to redo the entire series soon with the currently 3.0 toolkit. It looks like they've changed a ton, but that's the nature of vr development 😆
Huh, the hand spheres aren't showing up for me. The transforms are not in a strange position. I'm in URP in an existing project, which could be a problem I guess?
not sure if something has somehow changed in 5 months but using a Meta Quest 2 I can't get this to work. similar story to others in the comments it would seem: in developer mode, set up oculus link correctly, followed video exactly and yet: nothing happens on the quest 2 other than randomly giving an animated ellipses and when i try to exit play mode in unity, it freezes. any help would be great if it's out there!
@@FistFullofShrimp thanks for the reply I would like a guide on this because there update mess up the toolkit version I was on and things not controlling I was working on the bow for my game thanks I have a another look torromow
I am a bit stuck. All the steps went fine but I don't know how to get it to play in my headset. Have a Quest 3, connected by USB. Connection seems fine and my pc can see it. Just doesn't do anything when I hit play. Any ideas?
@@FistFullofShrimp I double checked I am in developer mode. Previously with my Rift I just pressed play on the VR samples from various sources and it would play in my headset. In my attempt to get it to work I have installed the Meta Quest Developer Hub, checked the USB device is recognised, followed guides from scratch. Nothing seems to be working so I am sure it's something I have done or missed. I am sure I will work through it. Probably a stupid setting somewhere I missed. Thanks for replying. You rock!
@@FistFullofShrimp SOLVED: I had to turn on Meta Quest Link in the Meta Quest Developer Hub. When I did this the home interface on my Quest 3 changed and it allowed me to hit play and see it all in action.
What about passthrough? I have read you have to compile to get it to not just show black. I was trying with the Meta OpenXR v1 but I am learning what to do and what not to do at about a 1:3 ratio. Not terrible but still over the last few days and I don't have passthrough working yet. Even with alpha 0 on solid color. Is there a place to talk about this stuff with others on your discord? Like community discussion? I might have to find a few bucks a month and join up.
Great tut! Can you make one for Unity 2023 Beta? It uses XR Interaction Toolkit 3.0RC and I'm not able to get it to work (v2 works fine in 2022). Much thanks!
I followed the entire tutorial but then at the end you say "I boot up the scene". I don't understand what you did there exactly? Did you click on the play button , if so? how does it track your hands? through your webcam? im completely lost at that step.please help
on macbook my VR does not turn on when I press Play button. I just see black screen. I use HTC Vive. Any tips what should I change in settings? Thank you
This is a toughy. I want to make one, but don't currently have the free time to dedicate to building a helpful and active discord. As the Patreon grows, I'm hoping to fix this time issue. Cheers!!! 🍤🍤🍤
I did everything step by step.... and on my Oculus, its just all blank, I hit PLAY and its nothing, i see on the GAME tab its running... when I put my oculus on, its just blank and all black... I re did everything 3 times, I downloaded the XR and did the sample... I also just BUILD and its build and run, and STILL NOTHING... what am I missing?????
also NOW i get 3 little dots... status loadinng whatever and just sits in black screen when I hit the Play button... ANYTHING?? can you give a little more detail what you are suppose to do with the oculus? do i build? build and run? not much info you give Fist full of shrimp.
Already lost all motivation for development. OMG 100 steps to get started, non of them is really logical but just knowhow you have to search on some badly documented pages for hours. Thanks to the creator for this video, but really it seems making most basic interactions, animation, physiscs is a couple of days work....
I’ve just entered sample scene, looked how it’s done and had the same feeling. I’m now thinking about find where in these script camera and controllers positions are taken from headset, grab only that and through out the rest of that stuff. Write down my own much simpler system that I can at least understand.
@@BatonyRobson Totally same. I think I somewhat understand their system but I will make my own hopefully much better one with physics and custom interactions. I have down versioned to 2.5 bc 3.0 has zero tutorials and nothing works for me. But: while getting the controller position and headset position is easy, getting the controller input is a little bit more complicated, see that one video from one of the VR guys (you ahve to find the action map and use that). Also animting hands is suprisingly complicated where the guys use blend trees and stuff where you would think there is some finished controller for that from unity. And why the fuck the basic VR origin doesnt come with controllers per default
A huge skip at 11:41. Not really a good video at all, I'm sorry, but I wasted so much time on this that after carefully following all the parts and did some troubleshooting ending up not having a working build, apparently this video in particular is useless.
Having Problems With Setup? Check out some of these solutions!
**Unity VR Changes**
XR Plug-in for Android - At 3:42 , we use the OpenXR plugin for our Android setting. Recently, this has been giving issues when later building to the Quest2/3. For now, choose Oculus as the Plug-in Provider
**Bugs In Video**
Two Main Cameras - After adding the XR Origin, the project will have two cameras in the Scene. Make sure to delete the one no located on the XR Origin.
Input Action Manager - It appears at 10:30, the addition of a Input Action Manager is not needed. Unity automatically adds this component to the XR Origin. I still enjoy having it for organization purposes, but feel free to leave it where you like! Cheers!
**Quest2/3 Setup**
If you're struggling to connect your Quest to Unity, try following this guide!
medium.com/@rogermoore06/setting-up-the-meta-quest-2-for-unity-development-780e6c5ac346
weres the android logo?
my journey starts somewhere else trying to find a solution for this, but your video always helps me the way it should. from the basics, not starting in the middle with half already setup in another video somewhere else.
Great job as always FFOS.
Im always checking your tips and tricks out. and i recomend you to everyone i know and talk about.
Thank you for this Video, it helps my to develop my Unity XR skills. Just one point. I´m a Mac + Quest 3 user and I´ve seen from another tutorial that the following checkbox has to be enabled: Project Settings > Open XR > Android > OpenXR Feature Groups > activate Checkbox for "Meta Quest Support". Now I´ve found out how to visit it with my Mac on the Quest 3 through "Build and Run", maybe for other visitors a video how to do that will be helpful.
Thank you so much!
My 9 years old kid and I managed to get our first custom VR world thanks to you: 🙂
That's incredible! Thank you so much for this comment. It means a lot to me and I wish you and your son the best of luck as you build more VR worlds! 🍤🦐
very good video it would be a pleasure to keep us updated with this series.
Will do! Thank you! 🍤🍤🍤
Dont skip the step where you plug in the VR device and have it talk to Unity. There's like 50 steps on how to get the device plugged and set up that no other tutorial covers
Wonderful video!! Thanks for the awesome refresh.
Thank you so much for making an updated tutorial on this. Build versions move so quickly it's hard to keep up. Keep up the great work man, you earned a subscribe from me :)
Need to update and refresh on the basics every year.
Thanks and have a good one.
So much gets added in just a year! No other choice, but to redo the basics. They just released version 2.4 of the XR Interaction Toolkit right in the middle of me making this series 🙃
Note: If you are using SteamVR and you do not see the controllers once everything is set up, you need to disable SteamVR -> Settings -> Video -> Pause VR when headset is idle. Apparently a common issue that took me an hour or so to resolve. Hope it helps people in the future.
Thank you i was heated ❤
Great series. Looking forward to the next video
Always appreciate the kind word! Great to see you again! 🍤🍤🍤
Great explanation and enjoyable to watch!
Super helpful video looking forward to the next one!
Coming soon mi amigo 🍤🍤🍤
With the release of the Quest 3 and deliveries now coming through, I would appreciate it if you considered a tutorial on passthrough and surface detection. Thanks for your amazing tutorials!
As soon as I get mine and the Halloween jam is finished. I'll definitely be looking into it! I'm excited to see what the Quest 3 has to offer
The "Input Action Manager" script has already been added to the XR Origin automatically if you choose the XR Origin(VR)
Good catch! Totally missed that this automatically gets added now. Those sneaky Unity devs done got me again. Going to make a pinned comment about this. Thank you!!! 🍤🍤🍤
Thank you so much for your videos, I really like it and I learned a lot!
You're very welcome! 🍤🍤🍤
There is a leap at minute 11:41 until the end, How do you switch from unity to the headset?
YES, IM COMPLETELY LOST AT THAT STEP? WHAT JUST HAPPENED?
Hi there,
Great video :)
Is there a known reasons why when i ad XR origin, I don't get the left and right hand controller options, just the main camera and camera offset ?
same
I solved issue
don't install recent version, install another toolkit version!(ex)2.X version
Love the tutorial ♥
I love u bro
HEY! Love you back. Hope your VR dev journey is going great! 🍤🍤🍤
Great Video!
amazing tutorial just one question, how to boot up the scene?
You should check out the ultimateXR toolkit, it has everything the xr interaction toolkit does but easier to understand and implement.
Thanks for the heads up! Just took a peak at it and I like what I see. Time to test it out!!!
Great Tutorial!!!!
At 8:00, I think it boops it up to be at some eye-level.
When I add the XR Origin, There's no LeftHand nor Righthand controller, idk what to do
I am looking to do what the player was doing on the window, drawing on it.
Want to use it to create a weld with a welder in VR
Hi, following the code you provided is it possible to see the spheres without headset? Cause I don't have a headset and can't see the hand controller spheres right now.
I accidentally clicked Oculus before OpenXR, meaning I now have both in the dropdown menu. (Oculus on top) I think this is affecting the start up of my game on the VR Headset as it just dosn't load and show within my headset (Oculus Quest 2). Idk how I did it but I got it twice where I could play, but then straight after it breaks. Any idea how I could delete the Oculus menu section if that is the problem?
When you create the project why do you choose 3D URP instead of the VR template? From what I can tell the VR template is the same but with all this stuff preinstalled?
right now unity xr toolkit version is 3.0.3 and there is no xr controller action bases< what todo now?
If you're following this tutorial series, I would stick with the version that I was in the tutorials. Sadly, I need to redo the entire series soon with the currently 3.0 toolkit. It looks like they've changed a ton, but that's the nature of vr development 😆
Huh, the hand spheres aren't showing up for me. The transforms are not in a strange position. I'm in URP in an existing project, which could be a problem I guess?
not sure if something has somehow changed in 5 months but using a Meta Quest 2 I can't get this to work. similar story to others in the comments it would seem: in developer mode, set up oculus link correctly, followed video exactly and yet: nothing happens on the quest 2 other than randomly giving an animated ellipses and when i try to exit play mode in unity, it freezes. any help would be great if it's out there!
I've updated my pinned comment for this video to provide some more troubleshooting. Let me know if it helps or if you're still stuck! Cheers! 🍤🍤🍤
Ellipsis
Are you updateing the video on this because it’s change to 3.0 toolkit now
I was trying to hold out until Unity 6 comes out and do a complete switch to that version of the toolkit and new engine version
@@FistFullofShrimp thanks for the reply I would like a guide on this because there update mess up the toolkit version I was on and things not controlling I was working on the bow for my game thanks I have a another look torromow
thanks
why device simulator only works at horizontal look,
I mean the vertical feature using Q & E
How can I control Unity playmode using oculus quest 2, instead of using device simulator
I am a bit stuck. All the steps went fine but I don't know how to get it to play in my headset. Have a Quest 3, connected by USB. Connection seems fine and my pc can see it. Just doesn't do anything when I hit play. Any ideas?
You might need to put your Quest 3 in Developer Mode
th-cam.com/video/ArWHfuVA2Jk/w-d-xo.html
@@FistFullofShrimp I double checked I am in developer mode. Previously with my Rift I just pressed play on the VR samples from various sources and it would play in my headset. In my attempt to get it to work I have installed the Meta Quest Developer Hub, checked the USB device is recognised, followed guides from scratch. Nothing seems to be working so I am sure it's something I have done or missed. I am sure I will work through it. Probably a stupid setting somewhere I missed. Thanks for replying. You rock!
@@FistFullofShrimp SOLVED: I had to turn on Meta Quest Link in the Meta Quest Developer Hub. When I did this the home interface on my Quest 3 changed and it allowed me to hit play and see it all in action.
Glad you figured it out! I gotta say, developing on the Quest 3 has so far been amazing. Happy deving!@@systemx17
What about passthrough? I have read you have to compile to get it to not just show black. I was trying with the Meta OpenXR v1 but I am learning what to do and what not to do at about a 1:3 ratio. Not terrible but still over the last few days and I don't have passthrough working yet. Even with alpha 0 on solid color. Is there a place to talk about this stuff with others on your discord? Like community discussion? I might have to find a few bucks a month and join up.
Great tut! Can you make one for Unity 2023 Beta? It uses XR Interaction Toolkit 3.0RC and I'm not able to get it to work (v2 works fine in 2022). Much thanks!
I followed the entire tutorial but then at the end you say "I boot up the scene". I don't understand what you did there exactly? Did you click on the play button , if so? how does it track your hands? through your webcam? im completely lost at that step.please help
on macbook my VR does not turn on when I press Play button. I just see black screen. I use HTC Vive. Any tips what should I change in settings? Thank you
Does it works for meta quest 1?
I love the part where he showed me how to boot up the scene.
What if you had a Discord server ? I think the VR community would really appreciate it. Cheers.
This is a toughy. I want to make one, but don't currently have the free time to dedicate to building a helpful and active discord. As the Patreon grows, I'm hoping to fix this time issue. Cheers!!! 🍤🍤🍤
how do you get it on Vr
Help! It only tracks the headset NOT the controllers :(
I figured it out. I forgot to add Oculus Touch to the interaction profiles in OpenXR
my scene also has a Global Volume object. What is that?
it's for "effects" isn't it? I removed it
I cant see anything in the vr
same. Did you fix the problem?
I did everything step by step.... and on my Oculus, its just all blank, I hit PLAY and its nothing, i see on the GAME tab its running... when I put my oculus on, its just blank and all black... I re did everything 3 times, I downloaded the XR and did the sample... I also just BUILD and its build and run, and STILL NOTHING... what am I missing?????
also NOW i get 3 little dots... status loadinng whatever and just sits in black screen when I hit the Play button... ANYTHING?? can you give a little more detail what you are suppose to do with the oculus? do i build? build and run? not much info you give Fist full of shrimp.
@@Steve-gi2yjsame problem but I use HTV Vive. Did you fix the problem?
'promosm' 🙂
💞 promo sm
Already lost all motivation for development. OMG 100 steps to get started, non of them is really logical but just knowhow you have to search on some badly documented pages for hours. Thanks to the creator for this video, but really it seems making most basic interactions, animation, physiscs is a couple of days work....
I’ve just entered sample scene, looked how it’s done and had the same feeling. I’m now thinking about find where in these script camera and controllers positions are taken from headset, grab only that and through out the rest of that stuff. Write down my own much simpler system that I can at least understand.
@@BatonyRobson
Totally same. I think I somewhat understand their system but I will make my own hopefully much better one with physics and custom interactions.
I have down versioned to 2.5 bc 3.0 has zero tutorials and nothing works for me.
But: while getting the controller position and headset position is easy, getting the controller input is a little bit more complicated, see that one video from one of the VR guys (you ahve to find the action map and use that).
Also animting hands is suprisingly complicated where the guys use blend trees and stuff where you would think there is some finished controller for that from unity.
And why the fuck the basic VR origin doesnt come with controllers per default
A huge skip at 11:41. Not really a good video at all, I'm sorry, but I wasted so much time on this that after carefully following all the parts and did some troubleshooting ending up not having a working build, apparently this video in particular is useless.
i booted up the game and my spheres are stuck on the ground... im using a quest 2
same here