@@JustinPBarnett we should do a series on making VR *apps* as opposed to games. That's what I am thinking is going to make this tech go mainstream the same way smart phones did.
@ 16:45 and just to add to the DRY note. You're always free to early return from functions (as he is with the tiny ifs inside the big if). So rather than nest all of that logic inside of an if statement with an itty bitty else at the end. Just invert the if, put the else logic in that if, and remove the else. Just from a readability and maintainability standpoint. IMO its much better to check what something ISNT and early return as apposed to checking what something IS and having unnecessary horizontal complexity. Just as a note, if anyone cares lol
Dude your videos are incredibly helpful. Well done. If you're ever strapped for content ideas you should consider doing a "code review" where you pick code written by a semi-noob and go through it explaining how you would do it better and why.
Im not finding SimpleCameraController script How i can get this script?? (ive found one on unity asset store, but i guess that is not the same script as him) sorry for the bad english, im brazilian
Great video! Question, how would you make that a launch option? Upon clicking run (or running the exe after building) have a window pop up before the game even launches with a choice of Desktop or VR.
Love this information, but the tutorial only shows you how to replace the VR rig with a mostly useless floaty camera. Might it have been better to show how to replace VR interactions as well? Not much you can do to "test" your build with a pointlessly floating camera, eh?
Not if you want to mimic the right and left hand grab mechanics of VR. If your just making a normal first person game at that point then you are not testing your VR content at all
Hmmm... I wonder. How this would work if you use your quest2 wireless with Virtual Desktop? Just curious, especially because I use it that way for VR, (my battery kinda dead nearly lol), so headed to flatscreen experimenting, but this would be very helpful although it will call steamVR first so. Hmm... Bit confused here
Cannot believe how bad OC OpenXR is for UE with the Rift. The tracking is terrible seems to update very slowly , so waving a gun around looks like its stuttering at 90fps. In Unity The Rift works brilliantly with OpenXR
How can I test without the headset, but still use the oculus controllers? So the only difference would be I’m looking at a flat screen but still using the controllers, rather than wearing the headset. The beginning of this video made it sound like this would be the end result. :/
I can't describe how bad this video is. This why trained teachers are so important they understand that you don't skip over instructions or speed through them. esp with this software. as it is constantly changing. there is no link to a video which is outdate and when you do find it it. slow down and don't assume everyone knows what you're talking about. If your goal is to educate that is.
you could shorten the script to: var xrLoader = XRGeneralSettings.Instance?.Manager?.activeLoader; if(xrLoader == null)... still helpful, though, thanks!
This guy is too good. I would not have been able to get into Unity so easily without his videos
Very true. Iteration times are way too slow. I usually only test in the headset once I've got a feature working correctly in play mode.
Agreed! And a lot of the things you need to test don't even require a headset
@@JustinPBarnett we should do a series on making VR *apps* as opposed to games. That's what I am thinking is going to make this tech go mainstream the same way smart phones did.
@ 16:45 and just to add to the DRY note. You're always free to early return from functions (as he is with the tiny ifs inside the big if). So rather than nest all of that logic inside of an if statement with an itty bitty else at the end. Just invert the if, put the else logic in that if, and remove the else. Just from a readability and maintainability standpoint. IMO its much better to check what something ISNT and early return as apposed to checking what something IS and having unnecessary horizontal complexity.
Just as a note, if anyone cares lol
changing alot is an understatement!! :D its moving fast ! so good for the Devs!
Dude your videos are incredibly helpful. Well done. If you're ever strapped for content ideas you should consider doing a "code review" where you pick code written by a semi-noob and go through it explaining how you would do it better and why.
So.... where did you get the controllers? And how do we find the script?
What about something more advanced like hands/head simulation and debugging it without the headset?
A video on this would be very helpful.
ok, i'm stumped here; where do you get the Simple Camera Controller Script exactly ?
same question
Me too. Is it something from the asset store?
did you get it?
Thanks for this, really wish it went a bit deeper tho on how to handle the interaction themselves, do you have to build two systems?
+1
Im not finding SimpleCameraController script
How i can get this script??
(ive found one on unity asset store, but i guess that is not the same script as him)
sorry for the bad english, im brazilian
this seems like a must in multiplayer vr developement, you can't even open 2 instance of a vr game
how to find file simple camera controller? i cant find it in my project file..
Me too, where is it?
How do I find the Simple Camera Controller Script? the package from the link in the description doesn't have that
Great video! I'm a big fan of Jetbrains Rider
Great video!
Question, how would you make that a launch option? Upon clicking run (or running the exe after building) have a window pop up before the game even launches with a choice of Desktop or VR.
hi, thanks for the video, can you make video on Varjo Vr-2 headset interacting with unity?
Was getting hyped until everyone in commented they couldnt find the script lol
Fixed it! Here's the link: value.vrcreators.io/test
Can we set this up for multiplayer and track mouse position over the network pls help and guide me
Love this information, but the tutorial only shows you how to replace the VR rig with a mostly useless floaty camera. Might it have been better to show how to replace VR interactions as well? Not much you can do to "test" your build with a pointlessly floating camera, eh?
At that point you're just making a FPS or 3rd person game and there are plenty of other tutorials that teach this better than I
Not if you want to mimic the right and left hand grab mechanics of VR. If your just making a normal first person game at that point then you are not testing your VR content at all
Hmmm... I wonder. How this would work if you use your quest2 wireless with Virtual Desktop?
Just curious, especially because I use it that way for VR, (my battery kinda dead nearly lol), so headed to flatscreen experimenting, but this would be very helpful although it will call steamVR first so. Hmm... Bit confused here
Cannot believe how bad OC OpenXR is for UE with the Rift. The tracking is terrible seems to update very slowly , so waving a gun around looks like its stuttering at 90fps. In Unity The Rift works brilliantly with OpenXR
How can I test without the headset, but still use the oculus controllers? So the only difference would be I’m looking at a flat screen but still using the controllers, rather than wearing the headset. The beginning of this video made it sound like this would be the end result. :/
too handsome to be developer
Man u forgot n in environment'
Lol I'm so good at spelling 😅
I need in Unreal Engine
in unity we trust
👌
But with one
It's much easier with one lol
Ok
Very efficient. Thank You
Justin, you are covering the game view :(
Nothing interesting was going on in there!
First
Second
Who's Third?
eVironment
Download the project here: value.vrcreators.io/test
123
and sa tNice tutorialng other way around
I can't describe how bad this video is. This why trained teachers are so important they understand that you don't skip over instructions or speed through them. esp with this software. as it is constantly changing. there is no link to a video which is outdate and when you do find it it. slow down and don't assume everyone knows what you're talking about. If your goal is to educate that is.
What? Desktop character lol. That is plain stoopid
you could shorten the script to:
var xrLoader = XRGeneralSettings.Instance?.Manager?.activeLoader;
if(xrLoader == null)...
still helpful, though, thanks!
xrOrigin.SetActive(XRLoader != null);