STEAM VR - The Ultimate VR developer guide - PART 1
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- čas přidán 28. 08. 2024
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I’ve condensed into two videos everything you need to know about SteamVR and you are watching the first episode of this new tutorial serie. In today’s video I’ll show you how you can setup a VR scene, add customizable hands, implement Teleportation handle the player input and move the player with the joystick.
TIME STAMPS :
1:11 - Steam VR Setup
4:00 - Customizable Hands
7:19 - Teleportation
11:04 - Input System
14:27 - Joystick Movement
#unity #gamedev #vrdev
You are literally the king of Unity VR tutorials, and I’m very grateful.
We spent $10,000 on VR. Vive Headset, Valve Controllers. IT DOES NOT WORK!! IT IS A SCAM!!!!
@@vrforseniors9830 cuz vive has it s own integration in unity, dumbasses.
@@vrforseniors9830 Lol, you have no clue what you're talking about, I even doubt that you have the amount of money mentioned above...
If people were, like me, confused that putting Player object and all children in the Player layer and disabling collision with itself didn't work, it's because in the latest versions of the SteamVR plugins, in the HandCollider prefabs, the collide spheres of the hands are on a layer called "PostProcessing".
Disable collision of the "Player" layer with "PostProcessing" layer, and you should be good.
Thank you so much! Was wracking my brain about what was the cause, thanks for saving me a lot of time!!!!
i dont understand can you help please
@@mikeelina1733 In the newer version you need to make the player layer and post processing layer not interact in project settings.
Zaney thank you
@@mikeelina1733 No problem ;D
I cannot express how much I appreciate this tutorial, other people would just say "this is how to implement sliding locomotion, while you go through the simplest form of movement, pointing out the problems with it and how to attack those problems. Truly fantastic.
Engineer Gaming
Thanks! this holds up surprising well 3 years later, just one thing has changed at the very end with collisions that other commenters left the answer to
Thank you so much you're the first one to have donated through super thanks on this channel
For my thesis I'm doing research about the use of VR as a learning environment and therefore have to build a game myself. Valem you've been so helpful, it's insane!
BULSHIT!! THE CHEAP PLATIC CRAP FROM VALVE SUCKS! AND VALVE HATES CUSTOMERS!!!!!
These tutorials have been such an incredible resource for me beginning my journey or VR development. Also I'd like to add that the way you added gravity seems like it would make the player fall at a constant rate rather than accelerate.
At 3:40 you say that OpenVR must be on top of the Oculus. In your Unity version you can change the order of them but in mine I cant. My unity version is 2021.2.14f1 and I have to use this version. Anyone knows how to change the order in this version?? Or any alternative??
Thank you very much
I just started trying to develop a VR game, so this is really helpful! Thanks man!
how much did you learn in 4 months?
He quit and went back to playing video games
Hm.... is it done yet? Or is it in steam I might try the game out!
Hey There Gamers, if you're having problems with your character collider not being where the actual player is , I made a little script y'all can use, just put it on the player object.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MOVE2PLAYER : MonoBehaviour
{
public Transform playercent; // use the VR camera here
public CharacterController charc;
// Start is called before the first frame update
// Update is called once per frame
void Update()
{
charc.center = new Vector3(playercent.localPosition.x, 1.03f, playercent.localPosition.z);
}
}
Hope this helps!
Thank you :)
How to use vr camera in the script?
BULSHIT!! THE CHEAP PLATIC CRAP FROM VALVE SUCKS! AND VALVE HATES CUSTOMERSE EVEN MORE THAN STEAM HATES CUSTOMERS!!!!
Thanks alot for this tutorial! Me and a friend want to make a VR game, but all the new Unity VR tutorials are only about the newer OpenXR integration, which I ran into some issues with.
I just hope that the SteamVR plugin continues to work with newer Unity versions, since Valve has completely shifted to OpenXR, despite the OpenXR Toolkit STILL missing stuff like finger tracking (where SteamVR already gives you perfectly working hand models) and a wonky input mapping, that has the grip button incorrectly mapped (it triggers the moment you touch the controller)....
If I wanted to use OpenXR I would have to manually implement some functionality via SteamVR and make a sort of hybrid system...
This is so cool! I'm super hyped to see what everyone else is making in 2020 :D
This video is amazing and exactly what I needed. You should seriously make a VR course that goes in to more detail with all the basics. People really need this info as it has been very hard to find until now.
BULSHIT!! THE CHEAP PLATIC CRAP FROM VALVE SUCKS! AND VALVE HATES CUSTOMERS!!!!!
Je suis un développeur sur unity et je sais parler Français comme vous Valem, continuez les vidéos, elles sont intéressantes. :)
I plan to make a portal esque game in vr and I haven't been able to hardly get started, but this tutorial is showing me everything I need to know! I'm so grateful and I hope the series continues to help me on my journey to release my first game B3
If you experience shaky hands while moving using joystick and you know your hands are not colliding with body collider and in your joystick controller you call Move function in FixedUpdate() then this is what helped me:
Go to Project Settings -> Time -> Fixed Timestep (default value in my case was 0.02 which is equal to 50Hz (1/0.2) ) change it to something like 0.011 (90Hz) this makes that FixedUpdate is called 90 times a second so it matches the refresh rate of your display and update of hands is smoother/shakiness is removed.
EVERYONE WHO HAS JITTERY HANDS WHILE MOVING
If moving the movement into FixedUpdate or messing with the layers didn't work like it didn't for me, find the HandColliderLeft and HandColliderRight prefabs and add interpolation to their rigidbodies, much smoother after I did that!
Thanks for the update I will add it to the pinned comment! :)
@@ValemVR Could you also show how we could sync the body collider and snap turn with the character controller as well? Your script for making the character controller follow the camera helped a ton with moving around but I can see in the scene view that everything else is still locked to the center of the play area and quickly desyncs after moving around. Thanks a lot for the tutorials though, they've been extremely helpful!
Hey, thanks for this! That improved it, but some jittering still happens when free-falling, but on a much smaller scale.
YES, thank you so much, works like a charm!
If you dont find the HandCollider prefabs, they are in SteamVR / InteractionSystem / Core / Prefabs
Please, more STEAM VR tutorials))
These tutorials are exactly what I was looking for. Thank you so much!
TO ANYONE THAT IS STILL EXPERIENCING WEIRDNESS WITH THE HANDS:
Make SURE you do the physics layer mask like in the video. If that does not work (it didn't work for me) then what you can do is make sure your game window is set to maximize on play. This fixed any jittering hands for me and I still got the hand physics I wanted.
Thank you!!! I do not have the slightest clue why this fixes the issue but you saved me a headache. Thank you thank you!!
I downloaded unity and am working through their basic tutorials thanks to you!!! I have some ideas that I can't wait to bring to VR. Thank you for being so clear in your explanations, it's extremely motivating!
Easily the best Steam VR tutorial. All others are ranging from dysfunctional, to obsolete.
BULSHIT!! THE CHEAP PLATIC CRAP FROM VALVE SUCKS! AND VALVE HATES CUSTOMERSE VEN MORE THAN STEAM HATES CUSTOMERS!!!!
better than the two courses i bought on udemy ,really appreciate it!
You're so helpful ! Thanks so much for your time and energy. It's always a pleasure to learn from you. Keep going on dude, you're the best.
For anyone having problems with opening the UI binding menu you need to update STEAMVR in unity
I imported the SteamVR Plugin version 2.5.0, but I still get the empty chrome page when I click on "Open binding UI". Do you know what I can do to fix this? Thank you in advance!
@@liujanis636 The binding UI should open in the steamVR app. Do you have it installed? Otherwise update it maybe.
Tolstyy Okay, but how can you tell Unity to use certain actions with certain buttons/inputs like you could before the update. Or can you directly check if a button on the controller is pressed from a script in unity? Thanks for your help, I‘m really desperate.
@@liujanis636 I mean the input menu where you set all the inputs is the same before the update. Its just that they moved it to open in the steamVR app. So it needs to be open. About actually using that input in scripts Valem has covered it in this video.
Tolstyy Thank you for your help. I figured it out. The problem was that they changed the port of the localhost URL. It now is 27062
This video is the best video i found on teleportation using STEAM VR -- Great Job!
I have been waiting for this kind of content for so long. Your contribution of knowledge is very profound. I am grateful. Thank you.
Thank you for sharing this tutorial video, I am studying how to use StreamVR with HTC VIVE.
Très bonne vidéo et très bon anglais! Je viens juste de commencer le développement VR et je regarde seulement t'es tuto depuis. Génial!
You make some of the best Unity VR tutorials I've seen on CZcams. Keep up the good work!
Men I love your video in every way, It works perfectly, just one thing, when I move inside the scene the models of the hands shake a lot, is there a way to fix this ? Thanks in advance !
God I love this channel, one of the few comprehensive VR tut providers on YT. thank you valem!!!!
Thank you Ethan this goes directly to my heart 😊
For all of those who struggle with flicking hands: For me it helped to remove line 200 „hand.mainRenderModel.transform.position = offsetPosition;“ in the HandPhysics.cs file wich handles the hands offset as I understood it.
That solved my jittering controllers issue too. Thanks a lot!
Amazing tutorial! Thank you so much!
Great tutorial! Very helpful!
So many Ants :D Hard to understand sometimes, but glad your videos exist ^^ Thank you so much
Please take a look at Faith Barnett comment for the character collider not being where the actual player is. Also, the method shown for disabling the hand collision with the character collider does not work anymore, you need to go in the hand collider prefab and there change the layer to player.
Thank you--amazing video! Very thankful for your super current information and excellent teaching.
While I was able to "feel" my body, before disabling interaction between PlayerLayer and PostProcessing, I noticed that CharacterController moves only with joystic.
If I physically walk around (room scale vr), controller does not follow. Any good tips for this?
And after that (assuming that character controller would somehow follow the headset), how to tell apart room scale walking and 'head peeking' motion?
So for example 'peeking' over a table with your head would not cause character controller to collide with the table?
I would also like to know how to do this
i can't figure out how either
Watch his other tutorials not for steam vr about the movement and you will have to change some things but it will work worked for me
@@orcinus6792 Can you link the exact video?
@@arnevanraepenbusch9950 sure, this should be it, also thanks to whoever liked my reply cause that is what notified me, i guess youtube doesnt notifiy you if someone mentions you so, anyways here it is:czcams.com/video/5NRTT8Tbmoc/video.html
Awesome! Would love more of this!
If your still having trouble with the rotating controllers there are two prefabs named "HandColliderLeft" and Right these need to be set to the player layer as well.
The original InteractionSystem "Player" Rig seems not to be correct since the "BodyCollider" does not follow the actual head position. On top of that... adding a "CharacterController" adds another Collision Capsule which also does not follow the heads XZ position when walking around in RealLife. This might work for seated teleportation only but not in a mix of continous standing/walking with teleport since the root does not follow and therefore the collision capsules stay where they are. Investigating further. Still a great tutorial!!
Really good thanks for making these videos very helpful.
You. Are. A. God.
Super helpful!! Thx buddy 😃👍
ATTENTION IF YOU HAVE ANY PROBLEM READ THIS /!\
1) If you want to have the Character Controller Capsule to follow you, I wrote a little script that should get the job down. You can find it bellow. Place it on the gameobject that has the charactercontroller and also set the CenterEye parameter of this script to be the Headset Camera in the unity editor.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[RequireComponent(typeof(CharacterController))]
public class ColliderFollowHeadset : MonoBehaviour {
private CharacterController charController;
public Transform centerEye;
private void Start()
{
charController = GetComponent();
}
private void LateUpdate()
{
Vector3 newCenter = transform.InverseTransformVector(centerEye.position - transform.position);
charController.center = new Vector3(newCenter.x, charController.center.y, newCenter.z);
}
}
2) IF THE HANDS ARE JITTERING its because the character movement needs to be in FixedUpdate and not Update like I did so you can do it this way instead :
private Vector3 direction;
void Update()
{
direction = Player.instance.hmdTransform.TransformDirection(new Vector3(input.axis.x, 0, input.axis.y));
}
void FixedUpdate()
{
characterController.Move(speed * Time.deltaTime * Vector3.ProjectOnPlane(direction, Vector3.up) - new Vector3(0, 9.81f, 0) * Time.deltaTime);
}
I've put your code in the Player script but I cannot find CenterEye anywhere, Im not sure what to do, as whenever I try teleport, Character controller sometimes gets in the way.
@@rzzz6184 centerEye should refer to your VR Camera.
I'm having another issue though, It's impossible to lean over tables because you snap back to make the collider avoid snapping through the table. How do you fix this?
Valem , the jitter still exists even with the code you provided, but it only jitters in game view, on scene view it does not jitter.
Hands stutter no matter which Update function is used. they don't stutter if you disable hands physics or rigidbody, but this also breaks other functionality (including ability to move hands). Another thing worth mentioning, with your script, character collider follows the headset, but the actual player is still in the middle of the playspace, again this causes other issues.
in case people are curious, the documentation for the SteamVR unity plugin is at the link below. this shows where you would find methods like hand.ShowController(), for instance.
valvesoftware.github.io/steamvr_unity_plugin/articles/intro.html
valvesoftware.github.io/steamvr_unity_plugin/api/index.html
Thank you so much for this awesome tutorial Valem! I added the play prefab to the player layer and disabled collision with itself but the hands still shake when I move, any ideas? Thanks again :)
BULSHIT!! THE CHEAP PLATIC CRAP FROM VALVE SUCKS! AND VALVE HATES CUSTOMERSE VEN MORE THAN STEAM HATES CUSTOMERS!!!!
Can't thank you enough Valem
Amazing tutorial! Thanks.
Excellent tutorial! Very good and many thanks!
the switch so scene Teleport Point needs some script to really change the scene, will you make tutorial on this too? :)
Thank you! this is what i needed. ^.^/ Hope to see your next video soon...:D
Great vid! Keep up the good work!
thank you so much dude! you are the best
Great as always!!!!!
amazing tutorial, you rock
i appreciate this tutorial a lot, but in a way it almost feels like SteamVR is doing all the work for me
Two issues: the hand models shake a lot when moving, and while going up steps it moves as if the Character Controller is several feet in front me of even though it shows centered. Any suggestions? Thanks!
Haven't figured out the hands myself but what I've noticed is that the character controller is locked to the center of the playspace and NOT the headset perspective.
@@BrigColby I've been having the same issue, either of y'all found a solution yet?
I think I'm having the same issues
Do you have the refresh rate set to 90 fps? That could help.
I think the problem is that the collider is not moving when you move the headset. I've covered it in my video how-to (timestamp 3:22)
This is much more efficient then using the oculus integration
I know this is quite an old video, but damn this still holds up. I have one issue though in my locomotion system. It's just that when your physical headset is not in the center of the play space, the virtual body's collider tends to be at an offset and it gets super weird. Do you have any where I can go to resolve this issue? Thanks for the help man.
(this is just a copy of my comment)
Hey There Gamers, if you're having problems with your character collider not being where the actual player is , I made a little script y'all can use, just put it on the player object.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MOVE2PLAYER : MonoBehaviour
{
public Transform playercent; // use the VR camera here
public CharacterController charc;
// Start is called before the first frame update
// Update is called once per frame
void Update()
{
charc.center = new Vector3(playercent.localPosition.x, 1.03f, playercent.localPosition.z);
}
}
Hope this helps!
@@leaves_reality Thank you so much for this!
thank you so much! I'm using VR to help kids with autism, thanks for helping. Can you do one on raycasting that can tell what object you are pointing at?
Very cool video. Thank you very much =)
Hey merci sérieux tes tutos sont malades je t'aime
Moi aussi je t'aime 💜
Great like always!
Very nice video, any tips on "Crouch" so i can pick stuff up from the floor?
or even better, remote/distance grab..
will this work without steam vr open?
i mean just building it straight onto the quest without link
Answer: No
Learned that the hard way
Great video!
Excellente vidéo. J’ai tout aimé, même si ça va un peu vite sur les scripts. Ça utilise beaucoup de choses (préfabriquées par Steam) dont j’ignorais l’existence et l’efficacité. La question que je me pose, c’est la compatibilité avec l’oculus store. Oculus impose de retirer les library Steam des builds, c’est pourquoi j’utilise le XR rig natif de Unity (et également je n’utilise plus le rig d’Oculus pour ne pas être embêté par Steam). L’intérêt énorme que je vois au rig de Steam c’est la gestion automatique des apparences des controllers et des mains. Vidéo découverte via Reddit.🙃
Cest exactement ca! J'espère que bientôt Oculus et Steam VR vont se diriger vers un sdk commun mais pour l instant, VRTK est une solution. :)
Hi, Can you please show how to do smooth rotation on the right touch pad please? Snap turning with smooth locomotion is not very desirable. Many thanks
These are great tutororials +1 sub
if hands are pink you need to right click on it and reimport all assets
Youll need to convert the assets to URP compatible in Edit > Render Pipeline > Universal Render Pipeline > Upgrade Project Materials
12:50 - When I change the trigger click to teleport, then save and generate the input actions, nothing's changed. If I go back into the edit window, I can see my changes are not saved
Edit: Oh I have to press "replace default bindings" every time.
geat, great.
what do you recomend for a UI for VR, for change scenes and activate tutorials for the players?
Thank you for this tutorial! Very helpful and I like your way of teaching. Just one question, did anybody experience shaky hands while moving with thumbstick? (not teleporting)
I had that. Go to project settings and Time and then set the physics check to a higher number. I set mine to 90 and it fixed it.
@@mikesirman what's physics check? I don't see that option. Thanks
@@codyswanson i dont remember the exact name but how many times it runs fixed update. Its in the physics settings. One other thing it could be is if the hands and player have colliders on them it could be collisions causing jitter so you can go to the collision layers and make a layer for your player. Put the player and hands all on that layer then set the layer to not collide with itself
@@mikesirman cool, thanks. I did the physics layer and played around with the settings I think you're talking about. Who knows heh. I'm sure I'll figure it out. Small issues for a great tutorial. :)
I found this article that explains why. Very informative!
www.kinematicsoup.com/news/2016/8/9/rrypp5tkubynjwxhxjzd42s3o034o8
Have you found a good manual on Steam VR? Thanks for the excellent video! I'm trying to wean myself off of VRTK but have never been able to find good documentation on the basic Steam VR plugin. This video helps illustrate just how powerful it is, but I need to figure out some other stuff too. Like drop zones.
Thanks for the marvoles tutorials. In the video you used Oculus. However, do you have any solution for HTC VIVE user?
we love you
I noticed one thing, if you put the subtraction of the gravity of the playercontroller script inside the if-statement. You will only fall when you're moving the joystick and stop in mid-air when you're not. To fix this, remove the subtraction inside the if-statement and add a separate line above the if-statement: characterController.Move(- new Vector3(0, 9.81f, 0) * Time.deltaTime);
You are right. Thank you for pointing that out! :)
Valem My pleasure :). I’ve had another issue also though. If I followed your comment and made the character controller always follow the player I instead had a problem that I couldn’t lean over tables becase the controller and body collider went all the way to the floor. Do you know how to fix this?
@@oliverlebert Thats again a good remark. Unfortunately thats a hard problem as we dont have any tracking on the feet. The easy way of fixing this is to actually move the center of the character controller only move if the distance with the camera exceed a certain threshold or if we are using the joystick movement . Therefore you will have some room to lean over the table with the threshold :)
@@ValemVR Wow! That sounds like a really smart fix. Didn't think of that! Thanks btw for making all these Unity SteamVR tutorials, they really are a big help and there aren't really so much alternative in that aspect. :D
Haha, I've been at work again. Just started out with Unity but it's really fun so far! This is what I've come up with to enable you to lean over tables and such by only moving the charController when the camera is a specified distance away: pastebin.com/UPVtHW2a (ColliderFollowHeadset script) The only problem with this approach is that you can go through walls etc. I am theorizing solutions atm, it's not a huge problem but it would be more streamlined if it were fixed imho.
I also changed the PlayerController script a bit, I made the gravity value into a variable and I also experienced that teleportation didn't work when the line of code responsible for introducing gravity was added. So I simply put that method in an if-statement so that it would only be activated when the player was not grounded: pastebin.com/yYvceREj
Edit: I now also added a Sprint function to the PlayerController script. Just make a new input action with type boolean and bind it to the variable labelled sprint. pastebin.com/T9wSci2Q
Hey I love your chanel! one of the best. could you please make a video on how to set up the hand controllers for vr. but please break it down for us that are new to unity
One of the things I am trying to figure out is how to teleport to a moving platform and make sure it works well. Also the video sets a check on the input.axis.magnitude.. if you fall off a ledge and stop moving the axis you stop falling since gravity is associated with only that line of code. If I make a 'else' and put just the gravity element and start to fall the hands start to look weird while free falling.. not sure if that can be corrected... I think it might be that the player object isn't really 'falling' but every frame getting a CharacterController.move() command.. hence why its jittery
Can this tutorials be applied for an Oculus Quest development?
AliaNM I would only assume
No, unless you're developing for steam these aren't for any oculus headsets
@@Iumey Thank you! :D
hell yeah! Thanks!!
You're god mann
There is an error in the code that means that you can only fall if you move the character with the joystick, to fix it, modify the update like this:
void Update()
{
if(input.axis.magnitude > 0.1f)
{
Vector3 direction= Player.instance.hmdTransform.TransformDirection(new Vector3(input.axis.x, 0, input.axis.y));
characterController.Move(speed * Time.deltaTime * Vector3.ProjectOnPlane(direction, Vector3.up));
}
characterController.Move (- new Vector3(0, 9.81f, 0) * Time.deltaTime);
}
Thanks!!!
Thank you !
Ролики по виару не делал?
@@--.-- Только по выбору шлема и фиксации на голове. Уроки ещё не пилил. Пока не до виара, куча других дел.
18:40 nah, you're wrong. When we fall, we will be able to lift our finger up so the input will be zero, and then we won't fall...
ceci est incroyable. mbc!
October 2020
Am I the only one who get mesh collider problems with this setup?
Using this guide makes my mesh colliders go all over the place and make invisible barriers.
I can not walk up a slope, because the barrier is offset.
I can not save the controller bindings when i Build the scene.
They go back to default.
Playing in Editor is fine.
Looking for alternative Unity VR setup!
Ps. Love your guides tho, Valem ❤️
I have this issue where when i hit playmode in my project, my camera just moves a little bit to the right and backwards. This results is that i cannot walk through for example say doors because my player capsule is walking against a wall.
I cant figure out what i am doing wrong. I tried to reset the player prefab, reimporting it, i checked the code a hundred times. I am beginning to think that it might just be a bug.
Just in case it matters i am using oculess quest with the steamvr. Same as in the video
Sir, what can I do to make a game for my homemade DIY headset and its controllers?
I'd rather have the movement be relative to the direction of the left controller. How do I do that?
Player.instance.leftHand.transform.TransformDirection(new Vector3(input.axis.x, 0, input.axis.y));
@@ImLightningSam Thanks! Much appreciated!
@@ImLightningSam spent last 4 hours trying to figure it out, I've never touched any code in my life.. Thank you now I kind of see I was on the right path but not quite there.
U ve a french accent ! R u ? ^^ thx a lot, all ur videos are so usefull, u rock ;)
Hey Valem. First of all, great content! I love it. Keep it going please. Now my "problem". When I use the teleport area, I got an extra highlighted square (not just a circle like you). Why is that, and how can I disable it? thanks in advance. Best regards
Did you figure out the rectangle?
I believe this is the difference between using a VR playspace and in standing/sitting mode.
Hi, In your Hierachy, go to Teleporting and in the inspector untick 'Show Play Area Marker' :)
thank you.
im ready to give up. no matter what i do, the colliders dont follow the actual head. Whenever i start the game, my headset is a few feet away from the actual body. Meaning if i walk into a wall, me head goes a few feet through it until the actual body collides with it. Literally no way to fix it, someone please help im getting so mad with this
turn on the body collider included in the player prefab
@@-nickdev Didn't work for me :(
error CS0246: The type or namespace name 'SteamVR_Actions_Vector2' could not be found (are you missing a using directive or an assembly reference?)
Thanks bro
Hello I have been using your tutorial to help me with starting to make a game, but I'm having a problem. Currently the character controller isn't attact the the camera, so when I move around my room the character controller doesn't follow the headset any tips?
Be sure that your character is set as a child of the camera rig. Otherwise, it will not work.
I am using the Index, cause that's what I have, and when I try to use the show controllers option, nothing shows up in my hands and the player hands are stiff and don't respond to finger tracking.
Get rid of the CameraRig and add the Player asset.
@@gooe9561 thank you so much, I've been holding off on this tutorial until I fixed this
13:35 when I save & generate, it empties my Localized String text which prevents me from the next step.
EDIT: The ole restart was all it took. Thanks for the tutorial! Subscribed
does anyone know how to fix your controllers not showing up (i'm on a rift s)
Hey, did you figure out how to enable that? I'm stuck for hours.