Check out my 3rd Person Game Series Playlist teaching you how to make a 3rd Person game using Unity + Playmaker ua-cam.com/play/PLhvjMi_0yrQwA0yAkta7hOS7x5zc1hMBr.html and if you would like to join my discord where I can help with issues or you can also engage with other developers please join discord.gg/DgUdNDT7KU
I come back to your videos consistently, because you do an excellent job of explaining things clearly! My issue today was not using the XR UI Canvas (which, after watching your video, I noticed has an additional script attached to it), and watching your video fixed me right up. Thanks!
I actually made a mistake watching another video, i was wondering why my button wasn’t intractable with regular UI elements, turns out the Tracked Device Graphic Raycaster is important for VR rigs
Great video! For some reason, my headset position seems to be controlling whether the button is selected and pressable instead of the rays. If I face the button and rotate my head to face it, it changes colour to indicate that it is selected, then when I press trigger it presses.
Update: The fix is to make sure your EventSystem has no additional components - mine had the Input System UI Input Module. Disabling it fixed this issue
I am trying to build this for Quest3 - I have hand and controller tracking ... but they are not interacting with the menu - I see there is this pokable block but I have no clue how to use that for my canvas ui, anyone?
I do appreciate the video, but my lasers don't select anything. They turn from red to white when I point it at the menu but thats as far as I get. Is there a need to set up the event manager or the ray caster?
@@BlizStudio Did you ever get around to doing a video on this topic. I figure that I need to use the "XRI Default Input Actions" but I'm at a loss as to how to make this toggle my menu.
Hello Bliz, I hope you are still answering youtube comments. When I add a Xr Origin (Vr) to my game and test it on a PICO 4, my hands dont work, there is just a red line in the air. Do you got any fix for this? Thank you:)
Hey Sprite101, actually the raycasts on the XR Origin are actually on by default. When you set up an XR Origin, the left and right hand ray interactors are already there.
Hello, thank you for making such a create content about how things get implemented in VR, however, I am having trouble lately with UI, since the Menu UI is often blocked by the objects in the scene, and I wonder if there are solutions for this.
So I have questions about what your UI is within the scene. Is your UI intended to be embedded within the scene like my burger menu or are you wanting the menus to be overtop over everything?
@@BlizStudio The UI is in the scene and attached to the controller, what happened is that sometimes when opening up the UI, the UI is blocked by the wall for example if the user was next to the wall
Ok next question, why have the UI attached to the controller? If you are just wanting it a consistent HUD type UI, you can go ahead and make it a Camera Overlay UI versus a World Space UI. Then with your pointers, you will need to use the UI Pointer Component so that you can interact with the UI elements. Also, nothing won't get in front of your UI.
@@BlizStudio It is a design choice to attach a Menu UI to the controller, thus world space UI is used in this implementation. However, the pitfall is that the UI gets blocked by the objects, for example, a wall when users open up the menu UI.
hey i have a issue. my ray is interacting fine when i am on stationary ship but when i give speed to my ship and then interact with my UI in moving ship, ray gets shortened . i don't know why moving ship is causing my ray gets short.
So your player is attached to a moving space ship? Is the item you're interacting with is it also attached? When you fire a raycast, it is firing in world space and is your game object you are firing raycast at also attached to the moving ship?
Hey @duff2012, sorry for getting back late. Are you using the Physics Raycaster component? Try disabling that and see if you still have the sticking to the sides.
Depends. The models from this are coming from the Polygon City - Low Poly bit.ly/3ScOYa1 on the asset store. But if I am making my own models, I use ProBuilder right inside Unity.
IKR?!! Yep I never understood that either. Although the Canvas is rendered separate from the scene and overlaid over the scene in the other Canvas types. lol
Check out my 3rd Person Game Series Playlist teaching you how to make a 3rd Person game using Unity + Playmaker ua-cam.com/play/PLhvjMi_0yrQwA0yAkta7hOS7x5zc1hMBr.html and if you would like to join my discord where I can help with issues or you can also engage with other developers please join discord.gg/DgUdNDT7KU
Check out my VR series as well.
meow
I come back to your videos consistently, because you do an excellent job of explaining things clearly! My issue today was not using the XR UI Canvas (which, after watching your video, I noticed has an additional script attached to it), and watching your video fixed me right up. Thanks!
Thanks David!!! I definitely appreciate you coming back to the vids.
Nice and short yet very informative! It got me started and wanting to learn even more. Keep up the great work!
That's awesome!! Thanks. Hopefully going to be creating more tuts on these soon.
Thanks for your videos, this one has sped up my VR UI development considerably... quick but detailed step by step instructions.
Thanks!! Glad it's helped.
Your videos are spectacular, right to the point very clear and straight forward, love it thank you so much for theeeese 👌👌
Thank you so much. You're very generous and a great teacher.
Thanks @jaiwi2054. I really do appreciate it.
youre an absolute legend thank you
Thanks 🙏 much appreciated
Soooo clear explanation!!! Thank you!
Thanks Wentian Zhu!! I appreciate it.
very useful. thanks for the tutorial
Thanks!! Greatly appreciated.
This helped me loads, thank you
Thanks Blue Light!! Glad this helped.
Nice I’m going to need this for my VR butter churning simulator
Ok, I gotta see that when you're done with that one
@@BlizStudio yeah the tagline is going to be, “yearn for the churn” 😂
lol!!!! "Got Milk?" Makes me thing of the old arcade game "Track & Field". It was a button smasher.
@@BlizStudio 😂 yeah for my first few demos I’m going for the most ridiculous thing I can think of!
That's awesome!!
I actually made a mistake watching another video, i was wondering why my button wasn’t intractable with regular UI elements, turns out the Tracked Device Graphic Raycaster is important for VR rigs
Glad you found mine.
Hi! , just wondering im trying to create a VR video with Inta 360 and i want to be able to add basic interactions , how can i do that ?
Great video! For some reason, my headset position seems to be controlling whether the button is selected and pressable instead of the rays. If I face the button and rotate my head to face it, it changes colour to indicate that it is selected, then when I press trigger it presses.
Update:
The fix is to make sure your EventSystem has no additional components - mine had the Input System UI Input Module. Disabling it fixed this issue
Glad you were able to fix the issue.
I am trying to build this for Quest3 - I have hand and controller tracking ... but they are not interacting with the menu - I see there is this pokable block but I have no clue how to use that for my canvas ui, anyone?
I do appreciate the video, but my lasers don't select anything. They turn from red to white when I point it at the menu but thats as far as I get. Is there a need to set up the event manager or the ray caster?
how would i go about having a menu that pops up when a button on the controller is pressed?
Hey Tord, I'll try to show that in one of my next few vids.
@@BlizStudio sweet
@@BlizStudio Did you ever get around to doing a video on this topic. I figure that I need to use the "XRI Default Input Actions" but I'm at a loss as to how to make this toggle my menu.
Have you tried UI Toolkit for XR UI experience ?
I haven't yet. I'll have to give that a try.
THX
Hello Bliz, I hope you are still answering youtube comments. When I add a Xr Origin (Vr) to my game and test it on a PICO 4, my hands dont work, there is just a red line in the air. Do you got any fix for this?
Thank you:)
v. nice
Thanks 3neTwork!!
Hello,why when i click XR it does not pop out xr canvas ? Please help me
Hey Farish, were you able to solve your issue? Sorry I missed this comment?
@@BlizStudio yes i have figured it out !! Thankss
Is it just me or did you skip the part where you set up the XR Raycasting.
Hey Sprite101, actually the raycasts on the XR Origin are actually on by default. When you set up an XR Origin, the left and right hand ray interactors are already there.
@@BlizStudio it must be the way I set up my project with open xr/ oculus. Managed to get it working though
Awesome. Glad you got it up and running.
Hello, thank you for making such a create content about how things get implemented in VR, however, I am having trouble lately with UI, since the Menu UI is often blocked by the objects in the scene, and I wonder if there are solutions for this.
So I have questions about what your UI is within the scene. Is your UI intended to be embedded within the scene like my burger menu or are you wanting the menus to be overtop over everything?
@@BlizStudio The UI is in the scene and attached to the controller, what happened is that sometimes when opening up the UI, the UI is blocked by the wall for example if the user was next to the wall
Ok next question, why have the UI attached to the controller? If you are just wanting it a consistent HUD type UI, you can go ahead and make it a Camera Overlay UI versus a World Space UI. Then with your pointers, you will need to use the UI Pointer Component so that you can interact with the UI elements. Also, nothing won't get in front of your UI.
@@BlizStudio It is a design choice to attach a Menu UI to the controller, thus world space UI is used in this implementation. However, the pitfall is that the UI gets blocked by the objects, for example, a wall when users open up the menu UI.
hey i have a issue. my ray is interacting fine when i am on stationary ship but when i give speed to my ship and then interact with my UI in moving ship, ray gets shortened . i don't know why moving ship is causing my ray gets short.
So your player is attached to a moving space ship? Is the item you're interacting with is it also attached? When you fire a raycast, it is firing in world space and is your game object you are firing raycast at also attached to the moving ship?
Any idea why my ray caster is sticking to the sides of my canvass?
Hey @duff2012, sorry for getting back late. Are you using the Physics Raycaster component? Try disabling that and see if you still have the sticking to the sides.
@BlizStudio no worries! It ended up being a bug.. I updated to a newer xr toolkit and it stopped!
what program do you use to make your models?
Depends. The models from this are coming from the Polygon City - Low Poly bit.ly/3ScOYa1 on the asset store. But if I am making my own models, I use ProBuilder right inside Unity.
1:43 I wonder why Unity does this... why not automatically scale a world space canvas down? Who needs a world space canvas this gigantic? lol
IKR?!! Yep I never understood that either. Although the Canvas is rendered separate from the scene and overlaid over the scene in the other Canvas types. lol
bruhh my ray beams go through my button :(
and they dont click the button
same here... nothing seems to work
4:20 why I came here.
Thanks!