a year later and still a great video. for anybody watching this in the future you can follow all of these instructions except use "XR Origin (action based)" instead of the XR Rig shown in the video. If you dont use the action based one it wont show your controllers. Thank you for posting the video you're a hero in my book
Perfect. Now I can make a VR game for little cost, then use the royalties from the game to buy a VR setup so I can actually test my product after it's finished.
I had to buy a new laptop to run VR, and once I got it, despite having the specs to run it, it wasn't compatible with my headset. Over a year later the Oculus Quest 2 launched, and Oculus Link works with my laptop so now I have both a laptop that can run VR and a headset that works with it. For the longest time though I had to build on my desktop which was super annoying. (Couldn't work on my project in class, couldn't build VR games at game jams, etc)
French = merci Spanish = gracias German = danke Italian = grazie Portuguese = obrigado Farsi/Persian = mam’noon Hindi/Indian = dhanyavaad Chinese = xièxiè Arabic = shukraan Japanese = arigato Thai = khàawp-khun Zulu = ngiyabonga Navajo = ahéhee’ Tongan = mālō Esperanto = dankon you just saved me with this tutorial bro
Hey Valem, can you please make a tutorial on how to slice objects in VR, such as cutting bread or something, everything I find wont work, or is out of date. If you can take your time to do this, thank you
Deym this is so helpful, I need to develop vr environment for my final year project but my laptop couldn't support my oculus 2 link mode. I always sideload my apk for testing, but now I dont have to. Thank you!!!
Thanks for this series man! Super helpful! Can you please do a tutorial for detecting hand motion for actions like running. Eg: swaying hands makes you run faster. And like in the game Stride where you can pull yourself over ledges with hand collision?
This is great! My VR-Ready laptop is really low on storage space so being able to use my lesser (but usable) laptop to playtest without having to import the project to the headset everytime I change something.
thank you so much for making this tutorial! so glad that i found this, i'm using macos so linking oculus to my laptop doesn't work... now i'm able to test play my project without building and deploying onto my headset!
Merci beaucoup pour ce tuto Valem, je devais faire tout un environnement de réalité virtuelle sans head-set et c'était vraiment compliqué même si j'avais commencé à le faire avec tes anciens tutos J'aimerais que tu puisses expliquer tout le nouveau XR Rig et aussi comment mettre du son Merci :)
Great tutorial. First one out explaining how to use the Simulator. Hope you can do one showing us how to connect an Xbox controller to the simulator. Also as Input Actions are the way forward in Unity, it would be good to know how to write code using these new Input Actions.👍
Very nice video, Hats off.. Can you please make some more videos like this without VR Headset... Where did you get the hands, Is it there in standard assets?
Super tutorial! Helped me a lot!:) But I have an issue with scrolling the mouse wheel. In play mode, the camera won't Zoom in or out. Any suggestions how to fix it?
Thanks for the tutorial! I got most things working, on an existing game, I had just began to work on. One problem; my laptop doesn't have a scroll wheel. Is there a way to remap the keys to use the up and down arrows, instead of the scroll button? I am a newbie to VR, but I did notice there was a "T" that I can click, in the: XR device simulator/scroll [Mouse]/ binding properties/Binding Path, that has /scroll and was wondering if that is where I can edit the scrolling mouse, to a different method, like the up and down arrows. Any ideas welcome.
Heyo thanks for this tutorial but i was wondering if you could add this onto your multiplayer series to fully implement both headset and non headset in the same world (: (Btw your the best!!)
Including it automatically detects if the player has a vr headset or not or the player has to choose (: Sorry if this is a lot to ask I seriously cannot find a way to do this.
Everything worked perfectly for me, except head rotation. I hold down control and nothing happens. Hands rotate as normal. Did this happen for anyone else?
Another comment helped me I paste it here 1. In the Hierarchy panel, under "XR Rig > Camera Offset", select Main Camera 2. In the Inspector panel for the camera expand Tracked Pose Driver (New Input System) 3. Double click on centerEyeRotation [XR HMD] under Rotation Action 4. Change the Path to XR HMD > XR Simulated HMD > centerEyeRotation 5. The Rotation action binding should now show centerEyeRotation [XR Simulated HDR] 6. Make sure that Tracking Type is set to Rotation And Position.
@@robertanetzova795 Any way to get the controllers to move? The cubes (left/right hand) are fixed at their initial positions and do not move with the parent.
I'm getting "Attempting to determine the size of an unknown feature type Id [-1]" error, I noticed you were getting this too in the earlier part of the video but not later, I'm still getting it even after following along with everything. Any suggestions?
I was getting spammed by this error too. Just figured out that Valem is getting spammed by it too but he has "collapse" activated in the debug console which keeps it from spamming. Hoped this helped. Have a good day. Edit: I've heard its a bug on unity's part
This tutorial is wonderful. It's clear and easy to follow. Do you know if it is now possible to toggle between an active HMD and the Mock HMD while the game is running? If so then a tutorial on how to set up the script would be amazing!
@@GeeCeeAte Not realy. I ended up making some work around where i would have both a VR rig and the mock rig in the same game object then forcibly swap the object's control from one to the other. I think it's a bit easier to do now since there are more tools and extensions in the OpenXR for this, but it is not a feature built into unity. It will require code.
Hey thanks for the helpful tutorial. Id did everything like in the video but I have one issue. I cant move my hands in game everything else works just the had. Does someone had a same problem?
Hey valem! I am the most beginner level programmer ever and your channel is amazing! I want to learn to make games as a hobby. Do you have a Roadmap of what I need to learn to become even half as good as you!? I am also going to subscribe to your patron in hopes to learn how to code and stuff! Is there a good book to learn or can a total beginner not do this and needs to go to school to learn computer science :(? Hope all is well in these horrible times my friend
I had the same problem. It turns out I forgot to add the Input Action Manager component to XR Rig and later add the sample XRI Defauld Input actions to it from the assets/samples/XR Interaction Toolkit/...
Hey Valem i like your content and its really helping me but could you make a tutorial how to copy my character like a window . So when i move the clone is moving too and things like that ?
I have this weird bug where I can, for example grab objects with the "G" key, and move the camera with holding right click and moving the mouse, but whatever buttons I press I cannot move the VR hands.
I had the same problem and for me it was enough to change the rotation binding for the Tracked Pose Driver of the Main Camera to centerEyeRotation [XR Simulated HMD]: 1. In the Hierarchy panel, under "XR Rig > Camera Offset", select Main Camera 2. In the Inspector panel for the camera expand Tracked Pose Driver (New Input System) 3. Double click on centerEyeRotation [XR HMD] under Rotation Action 4. Change the Path to XR HMD > XR Simulated HMD > centerEyeRotation 5. The Rotation action binding should now show centerEyeRotation [XR Simulated HDR] 6. Make sure that Tracking Type is set to Rotation And Position.
I am on Unity 202.3.3f1 in a clean URP project and I when I enable the Mock HDM Loader, I get hundreds time that error: ``` Attempting to determine the size of an unknown feature type Id [-1]. UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) ``` Can anyone help me please because I am stuck with that.
Please suggest me any of your playlist which I should watch to learn VR game development from scratch As I don't know a single word and I have to create my final year project within 2 months.
Can someone help? The only input working for me is the right click to move the camera around, that's it, even the scroll is not working. I don't know how to fix it, I followed all the steps. ok really dumb mistake, turns out I didn't save it so when I click to play it doesn't work
Hi just a question, with this way do we still need a real vr device (oculus, vive, or other) to do the settings or using the HMD mock is enough to guarantee everything work in editor is also work in real device?
Which key you have pressed that is holding the object and which key to drop the object on table. Because when I press shift+G it is simply moving from one place to other and dropping simply, could not hold for more time.
I think I am losing my mind. xr interaction toolkit does not show up for me in the package manger under unity registry, is there something else I need to enable?
it didn't tell me about the device active is true even I followed everything Valem you've done... how to get that msg out? I'm afraid I'm falling on the first part
I had the same problem and for me it was enough to change the rotation binding for the Tracked Pose Driver of the Main Camera to centerEyeRotation [XR Simulated HMD]: 1. In the Hierarchy panel, under "XR Rig > Camera Offset", select Main Camera 2. In the Inspector panel for the camera expand Tracked Pose Driver (New Input System) 3. Double click on centerEyeRotation [XR HMD] under Rotation Action 4. Change the Path to XR HMD > XR Simulated HMD > centerEyeRotation 5. The Rotation action binding should now show centerEyeRotation [XR Simulated HDR] 6. Make sure that Tracking Type is set to Rotation And Position.
What's the best way to pause a VR game (for example while a menu is open)? Usually you can set the time scale to 0, but then my tracking scripts will also stop, do I have to manually disable all other (non VR) scripts / animators in the whole scene just to pause the game or am I missing something easy?
That depends on the game, but yes, pause all animators and transport the player to a black bubble or something in the scene somewhere with menus. Its complicated because unity's XR doesn't offer a build in solution yet.
5 mins in and stuck with the following error; Assets\HMDinfomanager.cs(11,52): error CS0117: 'XRSettings' does not contain a definition for 'isDeactiveActive' is there an updated version? thanks for the content :)
a year later and still a great video. for anybody watching this in the future you can follow all of these instructions except use "XR Origin (action based)" instead of the XR Rig shown in the video. If you dont use the action based one it wont show your controllers. Thank you for posting the video you're a hero in my book
head movement works but i cannot get controllers to work at all. but everything is setup to a T. not sure why it isnt working
can you help?
Thanks
@@Bikerbarrie Yeah someone help?
@@Bikerbarrie Solved it. Do not build the XR Origin as demonstrated. Search for the XR Origin prefab and drag it onto the scene.
Perfect.
Now I can make a VR game for little cost, then use the royalties from the game to buy a VR setup so I can actually test my product after it's finished.
This is really helpful because my laptop is not compatible with my headset so I can make my game while I save up for a better pc
I had to buy a new laptop to run VR, and once I got it, despite having the specs to run it, it wasn't compatible with my headset.
Over a year later the Oculus Quest 2 launched, and Oculus Link works with my laptop so now I have both a laptop that can run VR and a headset that works with it. For the longest time though I had to build on my desktop which was super annoying. (Couldn't work on my project in class, couldn't build VR games at game jams, etc)
i can just move my sight why cant move my both hand?
Mine too
It would be great if you could make a video about Setting up the New Input System for any VR Controller
I agree!
Yeah I am really stuck at this point and I can't test any animation. Is there an alternative for TryGetFeatureValue() to use?
Yay
In newer versions you have to go in edit-> project settings and enable pre-release packages to see the XR package
How do I get to the place were I enable pre-release
@@flamz1243 Package manager
I definitely would be interested in a video on the action based XR Rig, keep up the awesome work!
As soon as I get the Oculus Quest 2 for Christmas, I'll be able to follow every tutorial you've made!
well some don't work with each other so be careful.
can you make a new version of this
French = merci
Spanish = gracias
German = danke
Italian = grazie
Portuguese = obrigado
Farsi/Persian = mam’noon
Hindi/Indian = dhanyavaad
Chinese = xièxiè
Arabic = shukraan
Japanese = arigato
Thai = khàawp-khun
Zulu = ngiyabonga
Navajo = ahéhee’
Tongan = mālō
Esperanto = dankon
you just saved me with this tutorial bro
I couldn't get the action based input system working in Unity 2020.2. After switching to 2021.1.0b3 it started working. Thanks for the great video!
Hey Valem, can you please make a tutorial on how to slice objects in VR, such as cutting bread or something, everything I find wont work, or is out of date. If you can take your time to do this, thank you
You're a true hero. Keep creating this type of videos you will get very far with this content.
Deym this is so helpful, I need to develop vr environment for my final year project but my laptop couldn't support my oculus 2 link mode. I always sideload my apk for testing, but now I dont have to. Thank you!!!
Thanks for this series man! Super helpful!
Can you please do a tutorial for detecting hand motion for actions like running. Eg: swaying hands makes you run faster. And like in the game Stride where you can pull yourself over ledges with hand collision?
This is great! My VR-Ready laptop is really low on storage space so being able to use my lesser (but usable) laptop to playtest without having to import the project to the headset everytime I change something.
Since the lockdown, I've been doing this, without an headset. I'm yet to get one😫but I've made many VR apps already.
can u connect with my pls
thank you so much for making this tutorial! so glad that i found this, i'm using macos so linking oculus to my laptop doesn't work... now i'm able to test play my project without building and deploying onto my headset!
Amazing tutorial as always, thank you! Being able to start developing for XR, even if just for learning purposes, without an HMD is very welcome!
this is so helpful , this is absolutely critical for testing and smooth workflow
Can you please do a video for the new Input system? It would be very cool if those who have a Vive or GO also can enjoy your content.
Hey great video! I can't seem to find the source code in the Patreon page although there is a link in the description, is it suppose to be there?
Valem is a king! Thank you for the video. Going to test can I setup this with mac. Previously not been able.
Meh. Not a valid way for mac yet. Someday.
Merci beaucoup pour ce tuto Valem, je devais faire tout un environnement de réalité virtuelle sans head-set et c'était vraiment compliqué même si j'avais commencé à le faire avec tes anciens tutos
J'aimerais que tu puisses expliquer tout le nouveau XR Rig et aussi comment mettre du son
Merci :)
Great tutorial. First one out explaining how to use the Simulator. Hope you can do one showing us how to connect an Xbox controller to the simulator. Also as Input Actions are the way forward in Unity, it would be good to know how to write code using these new Input Actions.👍
Very cool stuff Valem! Keep on doing it! And yes, the new setup would make a good addition!
Can you do a tutorial on adding shooting in your multiplayer series please?
^
Very nice video, Hats off.. Can you please make some more videos like this without VR Headset... Where did you get the hands, Is it there in standard assets?
Super tutorial! Helped me a lot!:)
But I have an issue with scrolling the mouse wheel. In play mode, the camera won't Zoom in or out. Any suggestions how to fix it?
thanks i recentally got into building games and wanted to make games for vr
imagine if someone makes a game in pair with into the radius or half life alyx without a vr headset, it would be cool asf ngl.
Thanks for the tutorial! I got most things working, on an existing game, I had just began to work on. One problem; my laptop doesn't have a scroll wheel. Is there a way to remap the keys to use the up and down arrows, instead of the scroll button?
I am a newbie to VR, but I did notice there was a "T" that I can click, in the: XR device simulator/scroll [Mouse]/ binding properties/Binding Path, that has /scroll and was wondering if that is where I can edit the scrolling mouse, to a different method, like the up and down arrows. Any ideas welcome.
Heyo thanks for this tutorial but i was wondering if you could add this onto your multiplayer series to fully implement both headset and non headset in the same world (: (Btw your the best!!)
Including it automatically detects if the player has a vr headset or not or the player has to choose (:
Sorry if this is a lot to ask I seriously cannot find a way to do this.
Still works! just in case..
Hold up... is the mouse actually moving the controllers for you? The cubes seem to be fixed at their initial positions (not moving with the parent).
You are the best person in the whole world
Everything worked perfectly for me, except head rotation. I hold down control and nothing happens. Hands rotate as normal. Did this happen for anyone else?
This also happens to me. Any idea?
Another comment helped me I paste it here
1. In the Hierarchy panel, under "XR Rig > Camera Offset", select Main Camera
2. In the Inspector panel for the camera expand Tracked Pose Driver (New Input System)
3. Double click on centerEyeRotation [XR HMD] under Rotation Action
4. Change the Path to XR HMD > XR Simulated HMD > centerEyeRotation
5. The Rotation action binding should now show centerEyeRotation [XR Simulated HDR]
6. Make sure that Tracking Type is set to Rotation And Position.
@@robertanetzova795 Any way to get the controllers to move? The cubes (left/right hand) are fixed at their initial positions and do not move with the parent.
Just the video I was looking for...Thank You!!!
Lol i was literally hoping youd make this vid.
I'm getting "Attempting to determine the size of an unknown feature type Id [-1]" error, I noticed you were getting this too in the earlier part of the video but not later, I'm still getting it even after following along with everything. Any suggestions?
+1...
I was getting spammed by this error too. Just figured out that Valem is getting spammed by it too but he has "collapse" activated in the debug console which keeps it from spamming. Hoped this helped. Have a good day.
Edit: I've heard its a bug on unity's part
I'm getting this too. Got a workaround?
Had the same bug. Should be fixed since 2020.3.27. I use 2020.03.32 and the error no longer occurs.
This tutorial is wonderful. It's clear and easy to follow. Do you know if it is now possible to toggle between an active HMD and the Mock HMD while the game is running? If so then a tutorial on how to set up the script would be amazing!
Anyone ever figure this out?
@@GeeCeeAte Not realy. I ended up making some work around where i would have both a VR rig and the mock rig in the same game object then forcibly swap the object's control from one to the other.
I think it's a bit easier to do now since there are more tools and extensions in the OpenXR for this, but it is not a feature built into unity. It will require code.
Thank you, this is very useful while I wait for my oculus link cable.
Hey thanks for the helpful tutorial. Id did everything like in the video but I have one issue. I cant move my hands in game everything else works just the had. Does someone had a same problem?
Hey valem! I am the most beginner level programmer ever and your channel is amazing! I want to learn to make games as a hobby. Do you have a Roadmap of what I need to learn to become even half as good as you!? I am also going to subscribe to your patron in hopes to learn how to code and stuff! Is there a good book to learn or can a total beginner not do this and needs to go to school to learn computer science :(? Hope all is well in these horrible times my friend
How would you go about manipulating HTC Vive Trackers during mockup, for example?
For a reason I can't turn by using the mouse. I checked the inputs and everything looks right to me.. Maybe someone knows how to fix this issue?
I have been trying for weeks and it still would not work for me neither
I had the same problem. It turns out I forgot to add the Input Action Manager component to XR Rig and later add the sample XRI Defauld Input actions to it from the assets/samples/XR Interaction Toolkit/...
Dani's reaction after watching this : fuck wasted time and 700$
Why should I buy a 20k INR Headset for 15k INR freelancing project
You're a saint
Hey Valem i like your content and its really helping me but could you make a tutorial how to copy my character like a window . So when i move the clone is moving too and things like that ?
im getting a pcvr soon so im looking at this video
I am getting experimental package in use for MockHMD XR Plugin. What should I do?
did you solve the issue?
I have this weird bug where I can, for example grab objects with the "G" key, and move the camera with holding right click and moving the mouse, but whatever buttons I press I cannot move the VR hands.
Does somebody know why I can't rotate my head with Ctrl key but when I use it for the two controllers the rotation works fine?
+1
I had the same problem and for me it was enough to change the rotation binding for the Tracked Pose Driver of the Main Camera to centerEyeRotation [XR Simulated HMD]:
1. In the Hierarchy panel, under "XR Rig > Camera Offset", select Main Camera
2. In the Inspector panel for the camera expand Tracked Pose Driver (New Input System)
3. Double click on centerEyeRotation [XR HMD] under Rotation Action
4. Change the Path to XR HMD > XR Simulated HMD > centerEyeRotation
5. The Rotation action binding should now show centerEyeRotation [XR Simulated HDR]
6. Make sure that Tracking Type is set to Rotation And Position.
Mayber it is with "Shift" key not "Ctrl" key
@@yuanthony5199 shift is used to control the right hand controller, so it would not work for head rotation.
@@przemeks9899 you are right ... Amazing good job bro
Can we test the Game without the headset but with the Vr controller?
I am on Unity 202.3.3f1 in a clean URP project and I when I enable the Mock HDM Loader, I get hundreds time that error:
```
Attempting to determine the size of an unknown feature type Id [-1].
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
```
Can anyone help me please because I am stuck with that.
it's very important, thanks
Thanks that is really helpful!
Thank you!
You will need:
Milk
Phone
Knife
Patience
And Don't Forget *UNITY'S PARTICLE SYSTEM*
Please suggest me any of your playlist which I should watch to learn VR game development from scratch As I don't know a single word and I have to create my final year project within 2 months.
Can someone help? The only input working for me is the right click to move the camera around, that's it, even the scroll is not working. I don't know how to fix it, I followed all the steps.
ok really dumb mistake, turns out I didn't save it so when I click to play it doesn't work
12:45 does anyone know what is "left caps button"? how did he get the left cube to start moving?
try left shift
im with the same problem
Where do you get the xr interaction toolkit? its not in the asset store
ua-cam.com/video/knm9LiQowi4/v-deo.html
Thank you so much !
I followed all the steps till 11:15 but the camera doesn't move for me using left mouse button
please help!
The left mouse button selects I believe, try using the right one if you haven't happened to figure it out yet xD
@@lucidity7145 thanks for your comment! I did something donno what and it started working lol
@@abhinavsaha3342 Aight great!
Can you guide how can i walk in all directions of unity terrain using oculus quest???
How did you change the controllers to hands??
Hi just a question, with this way do we still need a real vr device (oculus, vive, or other) to do the settings or using the HMD mock is enough to guarantee everything work in editor is also work in real device?
Which key you have pressed that is holding the object and which key to drop the object on table. Because when I press shift+G it is simply moving from one place to other and dropping simply, could not hold for more time.
Please make tutorial a cricket batting vr game
I think I am losing my mind. xr interaction toolkit does not show up for me in the package manger under unity registry, is there something else I need to enable?
you need to enable the preview
ua-cam.com/video/knm9LiQowi4/v-deo.html Enable isn't enough (developpers are really dumbs)
it didn't tell me about the device active is true even I followed everything Valem you've done... how to get that msg out? I'm afraid I'm falling on the first part
does the code for handling input change when using the action based xr rig ?
Thanks
how do you get the xr settings in the player settings???
I cant move anything when in the game mode using my mouse, I followed every step carefully - Please help!
Someone reply?
I cant seem to make the camera rotation work :( any idea how to fix this?
I am facing similar issue
I had the same problem and for me it was enough to change the rotation binding for the Tracked Pose Driver of the Main Camera to centerEyeRotation [XR Simulated HMD]:
1. In the Hierarchy panel, under "XR Rig > Camera Offset", select Main Camera
2. In the Inspector panel for the camera expand Tracked Pose Driver (New Input System)
3. Double click on centerEyeRotation [XR HMD] under Rotation Action
4. Change the Path to XR HMD > XR Simulated HMD > centerEyeRotation
5. The Rotation action binding should now show centerEyeRotation [XR Simulated HDR]
6. Make sure that Tracking Type is set to Rotation And Position.
@@przemeks9899 Helped a lot, thanks!
@@przemeks9899 May God bless you. I have struggling with this for days!
@@docandree4818 so have I ! :(
What is that VR SDK and how to install it?
How to make VR Game with 5DT data Glove ? Should you give us some tutorial about it
if you buy vr addict do you get everything?
Make video on VR multiplayer game
If I build this game for pc vr, can I still play it without a pc vr headset??
does it support m1 chip? becouse i tried doing these step and when i go on play mode the screen flickers
What's the best way to pause a VR game (for example while a menu is open)? Usually you can set the time scale to 0, but then my tracking scripts will also stop, do I have to manually disable all other (non VR) scripts / animators in the whole scene just to pause the game or am I missing something easy?
That depends on the game, but yes, pause all animators and transport the player to a black bubble or something in the scene somewhere with menus. Its complicated because unity's XR doesn't offer a build in solution yet.
I can't access the eye resolution in vr studio, can anyone help me.
Is this possible to run on Mac? and the newest version of unity???
I am having no luck with using HMD simulator on Mac
Thx
How to avoid objects of falling after rigidbody ?
I found it, you must add a collider on your sphere and another on your cube
So i can make the game the i can even use it with headset and its controller
how to export webXR using this?
5 mins in and stuck with the following error; Assets\HMDinfomanager.cs(11,52): error CS0117: 'XRSettings' does not contain a definition for 'isDeactiveActive'
is there an updated version? thanks for the content :)
it's "isDeviceActive" , you typed "isDeactiveActive" . spelling problem. fix this and its all good to go
Huge problem, the camera dosen't work for, even when I change the path in the input
I found it, I just had to declick the pause bouton after entering the game mode
@@nrb2488 you saved my life mate, may God bless you
Yup
Hello. Tu es francophone ?
the hands will fall down if i add the rigidbody :(
why when I go to Player I don't have XR Settings there?
me too
How about Unreal Engine
Does this work on 2020.3 version?
asking the same question
@@muhammadhendranailulhaqq4726 it does not bro
I have learned but i cant do that
Hopely someone will answer my question, anyone else know how to build menu setting vr without headshet and vr with headshet in one apk?
es-tu français ?
Its quit complicated procedure i would say. XR interaction tool kit always makes things complicated os there anyone else who thinks the same