Be careful if you're targeting standalone VR with realtime lights. More than one real-time light on a material will start to hurt your frame rate pretty quick.
I never got realtime lighting to work on the Quest 2. It was there when the headset was plugged into my computer and playing through the Unity editor. But when I built the project to the Quest 2 and played standalone, it didn't work anymore (everything looked like Minecraft alpha, idk how else to describe it)
Why are 80% of unity tutorials blurry and basically impossible to follow. What resolution do you all expect we use daily, 8k? Or is it that youtube it cheap and they only save the his-res for their ads?
ik this video is 11 months old but i need help ;-; the avatar im making says "the item 'Light' will be removed" how do i fix that so i can have an avatar on standalone quest?
Thank you sir. I tried on PICO 2 helmet but I always get the snappy light-up effect instead of a smooth one, when I point the flashlight gradually toward an object. I wonder if we have got the same issue on Oculus Quest 2?
I just found your channel, thanks for the tutorial! I realy like your videos! I just subbed. I implemented the flashlight in my urp project. But now i have the problem that it creates weird effects when i point the flashlight to a wall which is already lighted by another spotlight. Any ideas on how to handle this?
You can assign the LightOn and LightOff functions to Activate/Deactivate events of the Grab Interactable. So while holding it and you press the grip button it toggles on/off
Thanks for this tutorial, Is there a resource you could recommend if I wanted to turn the flashlight on or off with buttons such as x and y on the controller? im not really using a flashlight in my game but I want the user to interact with an object after they grabbed it with the x and y buttons instead
The "Interactable" layer that is found in the video is and additional layer I added to the template project that you can download. If you're building from your own project, you can just add the missing layer and name it "Interactable"
Hi, as always great tutorial thanks. I want to create optimize options for textures resolution of my VR game so I can make it work with quest1 and quest2. Here is my idea. I want the player to be able to select between 2 texture resolution and save-load the option so I was thinking one way is: when select the option 1k texture the game will apply the materials with this texture resolutions to all the scenes. Maybe through code if it's possible? Or a second way is: I can create 2 different scenes one with 1k textures scenes and one with 2k textures and load the scene textures depend for the player selection but this option ti will increase the size of the app because I will have 2 same texture with different resolutions for each objects. What do you think it will be the best option? Do you have other idea? Could you kindly give me a direction? Thanks.
Glad you liked the tutorial! As for your question, I haven't played too much with using different texture resolutions. I don't want to misguide you with my lack of information... That disclaimer aside, I do like the sound of your second way. I did find this video that might help with what you're looking for. ua-cam.com/video/8L6TuHxs7jc/v-deo.html As far as giving the player options to change between textures, I would most likely just opt out of giving them the option of choosing and just load whichever scene would give them the best experience for their device. You could grab the current device with this snippet of code I found on the Unity forum. using Unity.XR.Oculus;
...
var headsetType = Utils.GetSystemHeadsetType(); Debug.Log("System headset type: " + headsetType); Hope some of this helps!
Hey shrimp, bit of an unrelated question but do you know of any issues with creating apks? I've been developing with unity for a bit now and anytime I try to create an APK I get a gradle error. Already reinstalled but it still doesn't work.
I've run into gradle errors before and they are a major pain! I did find this in a forum post specifically related to oculus and receiving a gradle error. forums.oculusvr.com/t5/Unity-VR-Development/Gradle-Build-Error/td-p/884325
Be careful if you're targeting standalone VR with realtime lights. More than one real-time light on a material will start to hurt your frame rate pretty quick.
You're 100% right. I'm looking to do a light optimization video a little later, but I'm happy you mentioned this!
Was coming to say the same thing. Lighting on standalone is one of if not the most frustrating parts of VR development.
I never got realtime lighting to work on the Quest 2. It was there when the headset was plugged into my computer and playing through the Unity editor. But when I built the project to the Quest 2 and played standalone, it didn't work anymore (everything looked like Minecraft alpha, idk how else to describe it)
Thanks
Glad it helped!
Why are 80% of unity tutorials blurry and basically impossible to follow. What resolution do you all expect we use daily, 8k? Or is it that youtube it cheap and they only save the his-res for their ads?
Not sure what's going on. My videos definitely go up to 1440p
how do you make it work for quest?
can you do a tutorial on unity xr hand grab poses? for some reason there's not a lot of info on that around even though everyone is switching.
I'll definitely look into it. Thanks for the suggestion! Hopefully I can cook up something good!
@@FistFullofShrimp thank you
ik this video is 11 months old but i need help ;-; the avatar im making says "the item 'Light' will be removed" how do i fix that so i can have an avatar on standalone quest?
Thank you sir. I tried on PICO 2 helmet but I always get the snappy light-up effect instead of a smooth one, when I point the flashlight gradually toward an object. I wonder if we have got the same issue on Oculus Quest 2?
I just found your channel, thanks for the tutorial! I realy like your videos! I just subbed. I implemented the flashlight in my urp project. But now i have the problem that it creates weird effects when i point the flashlight to a wall which is already lighted by another spotlight. Any ideas on how to handle this?
Is it possible to make the on/off a toggle instead of having to hold it?
You can assign the LightOn and LightOff functions to Activate/Deactivate events of the Grab Interactable. So while holding it and you press the grip button it toggles on/off
Thanks for this tutorial, Is there a resource you could recommend if I wanted to turn the flashlight on or off with buttons such as x and y on the controller? im not really using a flashlight in my game but I want the user to interact with an object after they grabbed it with the x and y buttons instead
Hello, when I click on Interaction Layer Mask, Interactable doesn't appear. Any idea in how to fix this? Love the videos by the way!!
The "Interactable" layer that is found in the video is and additional layer I added to the template project that you can download. If you're building from your own project, you can just add the missing layer and name it "Interactable"
@@FistFullofShrimp amazing, thank you!
How do I import this into my game?
Hi, as always great tutorial thanks. I want to create optimize options for textures resolution of my VR game so I can make it work with quest1 and quest2. Here is my idea. I want the player to be able to select between 2 texture resolution and save-load the option so I was thinking one way is: when select the option 1k texture the game will apply the materials with this texture resolutions to all the scenes. Maybe through code if it's possible?
Or a second way is: I can create 2 different scenes one with 1k textures scenes and one with 2k textures and load the scene textures depend for the player selection but this option ti will increase the size of the app because I will have 2 same texture with different resolutions for each objects. What do you think it will be the best option?
Do you have other idea? Could you kindly give me a direction? Thanks.
Glad you liked the tutorial!
As for your question, I haven't played too much with using different texture resolutions. I don't want to misguide you with my lack of information... That disclaimer aside, I do like the sound of your second way.
I did find this video that might help with what you're looking for.
ua-cam.com/video/8L6TuHxs7jc/v-deo.html
As far as giving the player options to change between textures, I would most likely just opt out of giving them the option of choosing and just load whichever scene would give them the best experience for their device. You could grab the current device with this snippet of code I found on the Unity forum.
using Unity.XR.Oculus;
...
var headsetType = Utils.GetSystemHeadsetType();
Debug.Log("System headset type: " + headsetType);
Hope some of this helps!
Hey shrimp, bit of an unrelated question but do you know of any issues with creating apks? I've been developing with unity for a bit now and anytime I try to create an APK I get a gradle error. Already reinstalled but it still doesn't work.
I've run into gradle errors before and they are a major pain! I did find this in a forum post specifically related to oculus and receiving a gradle error.
forums.oculusvr.com/t5/Unity-VR-Development/Gradle-Build-Error/td-p/884325
@@FistFullofShrimp thanks a lot man!