STEAM VR - The Ultimate VR developer guide - PART 1

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  • čas přidán 28. 08. 2024
  • ▶ Support the channel on Patreon : / valemvr
    ▶ Join the discord channel : / discord
    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

Komentáře • 538

  • @GamerReality
    @GamerReality Před 4 lety +175

    You are literally the king of Unity VR tutorials, and I’m very grateful.

    • @vrforseniors9830
      @vrforseniors9830 Před 2 lety

      We spent $10,000 on VR. Vive Headset, Valve Controllers. IT DOES NOT WORK!! IT IS A SCAM!!!!

    • @JustFabian02
      @JustFabian02 Před rokem

      @@vrforseniors9830 cuz vive has it s own integration in unity, dumbasses.

    • @ophelia6044
      @ophelia6044 Před rokem +1

      @@vrforseniors9830 Lol, you have no clue what you're talking about, I even doubt that you have the amount of money mentioned above...

  • @niveks_
    @niveks_ Před 4 lety +34

    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.

    • @ZaneyOG
      @ZaneyOG Před 4 lety +1

      Thank you so much! Was wracking my brain about what was the cause, thanks for saving me a lot of time!!!!

    • @mikeelina1733
      @mikeelina1733 Před 4 lety +1

      i dont understand can you help please

    • @ZaneyOG
      @ZaneyOG Před 4 lety +1

      @@mikeelina1733 In the newer version you need to make the player layer and post processing layer not interact in project settings.

    • @mikeelina1733
      @mikeelina1733 Před 4 lety

      Zaney thank you

    • @ZaneyOG
      @ZaneyOG Před 4 lety

      @@mikeelina1733 No problem ;D

  • @fishum6483
    @fishum6483 Před 4 lety +8

    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.

  • @dogtato
    @dogtato Před 2 lety +1

    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

    • @ValemVR
      @ValemVR  Před 2 lety

      Thank you so much you're the first one to have donated through super thanks on this channel

  • @samirvanrijn3304
    @samirvanrijn3304 Před 2 lety +3

    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!

    • @vrforseniors9830
      @vrforseniors9830 Před 2 lety

      BULSHIT!! THE CHEAP PLATIC CRAP FROM VALVE SUCKS! AND VALVE HATES CUSTOMERS!!!!!

  • @SamChaneyProductions
    @SamChaneyProductions Před 4 lety +6

    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.

  • @Gasparmr6
    @Gasparmr6 Před rokem +2

    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

  • @AzziProto
    @AzziProto Před 4 lety +14

    I just started trying to develop a VR game, so this is really helpful! Thanks man!

    • @user-rf4vc7mt4d
      @user-rf4vc7mt4d Před 4 lety +1

      how much did you learn in 4 months?

    • @smurfolissicus
      @smurfolissicus Před 4 lety +1

      He quit and went back to playing video games

    • @bbleghhhh
      @bbleghhhh Před 4 lety

      Hm.... is it done yet? Or is it in steam I might try the game out!

  • @leaves_reality
    @leaves_reality Před 4 lety +14

    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!

    • @MrMikkelgamingDK
      @MrMikkelgamingDK Před 3 lety

      Thank you :)

    • @doktor1350
      @doktor1350 Před 2 lety

      How to use vr camera in the script?

    • @vrforseniors9830
      @vrforseniors9830 Před 2 lety

      BULSHIT!! THE CHEAP PLATIC CRAP FROM VALVE SUCKS! AND VALVE HATES CUSTOMERSE EVEN MORE THAN STEAM HATES CUSTOMERS!!!!

  • @xXYannuschXx
    @xXYannuschXx Před 2 lety +1

    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...

  • @soareverix
    @soareverix Před 4 lety +4

    This is so cool! I'm super hyped to see what everyone else is making in 2020 :D

  • @MetalStormGames
    @MetalStormGames Před 4 lety +2

    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.

    • @vrforseniors9830
      @vrforseniors9830 Před 2 lety

      BULSHIT!! THE CHEAP PLATIC CRAP FROM VALVE SUCKS! AND VALVE HATES CUSTOMERS!!!!!

  • @profredkey
    @profredkey Před 2 lety

    Je suis un développeur sur unity et je sais parler Français comme vous Valem, continuez les vidéos, elles sont intéressantes. :)

  • @dalttroxplays4991
    @dalttroxplays4991 Před 3 lety

    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

  • @piotryendel5444
    @piotryendel5444 Před 4 lety

    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.

  • @diiba_
    @diiba_ Před 4 lety +3

    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!

    • @ValemVR
      @ValemVR  Před 4 lety

      Thanks for the update I will add it to the pinned comment! :)

    • @diiba_
      @diiba_ Před 4 lety

      @@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!

    • @varinator3176
      @varinator3176 Před 4 lety

      Hey, thanks for this! That improved it, but some jittering still happens when free-falling, but on a much smaller scale.

    • @PhantomWolf93
      @PhantomWolf93 Před 4 lety

      YES, thank you so much, works like a charm!
      If you dont find the HandCollider prefabs, they are in SteamVR / InteractionSystem / Core / Prefabs

  • @keinavara
    @keinavara Před 4 lety +7

    Please, more STEAM VR tutorials))

  • @sodwa1514
    @sodwa1514 Před 4 lety +2

    These tutorials are exactly what I was looking for. Thank you so much!

  • @-nickdev
    @-nickdev Před 4 lety +1

    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.

    • @timvan0118
      @timvan0118 Před 2 lety

      Thank you!!! I do not have the slightest clue why this fixes the issue but you saved me a headache. Thank you thank you!!

  • @thoughtsthroughsound
    @thoughtsthroughsound Před 4 lety

    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!

  • @gameexplorer4963
    @gameexplorer4963 Před 4 lety +8

    Easily the best Steam VR tutorial. All others are ranging from dysfunctional, to obsolete.

    • @vrforseniors9830
      @vrforseniors9830 Před 2 lety

      BULSHIT!! THE CHEAP PLATIC CRAP FROM VALVE SUCKS! AND VALVE HATES CUSTOMERSE VEN MORE THAN STEAM HATES CUSTOMERS!!!!

  • @davestone8766
    @davestone8766 Před 4 lety +1

    better than the two courses i bought on udemy ,really appreciate it!

  • @c.g.1896
    @c.g.1896 Před 4 lety +3

    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.

  • @emiltoczyski260
    @emiltoczyski260 Před 4 lety +7

    For anyone having problems with opening the UI binding menu you need to update STEAMVR in unity

    • @liujanis636
      @liujanis636 Před 4 lety

      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!

    • @emiltoczyski260
      @emiltoczyski260 Před 4 lety +1

      @@liujanis636 The binding UI should open in the steamVR app. Do you have it installed? Otherwise update it maybe.

    • @liujanis636
      @liujanis636 Před 4 lety

      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.

    • @emiltoczyski260
      @emiltoczyski260 Před 4 lety

      @@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.

    • @liujanis636
      @liujanis636 Před 4 lety +4

      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

  • @lxtech9947
    @lxtech9947 Před 4 lety

    This video is the best video i found on teleportation using STEAM VR -- Great Job!

  • @quantumsoftware1424
    @quantumsoftware1424 Před 4 lety

    I have been waiting for this kind of content for so long. Your contribution of knowledge is very profound. I am grateful. Thank you.

  • @qpchung1978
    @qpchung1978 Před 2 lety

    Thank you for sharing this tutorial video, I am studying how to use StreamVR with HTC VIVE.

  • @emile04
    @emile04 Před 2 lety

    Très bonne vidéo et très bon anglais! Je viens juste de commencer le développement VR et je regarde seulement t'es tuto depuis. Génial!

  • @lukeames7288
    @lukeames7288 Před 4 lety +3

    You make some of the best Unity VR tutorials I've seen on CZcams. Keep up the good work!

  • @brokoligamer
    @brokoligamer Před 4 lety +14

    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 !

  • @EthanFilms
    @EthanFilms Před 4 lety

    God I love this channel, one of the few comprehensive VR tut providers on YT. thank you valem!!!!

    • @ValemVR
      @ValemVR  Před 4 lety +1

      Thank you Ethan this goes directly to my heart 😊

  • @jakoblehner1635
    @jakoblehner1635 Před 3 lety

    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.

    • @teomandi
      @teomandi Před 3 lety

      That solved my jittering controllers issue too. Thanks a lot!

  • @RATE.LIMITED
    @RATE.LIMITED Před 3 lety +1

    Amazing tutorial! Thank you so much!

  • @mondainthewizard8514
    @mondainthewizard8514 Před 3 lety +1

    Great tutorial! Very helpful!

  • @Taki7o7
    @Taki7o7 Před 3 lety

    So many Ants :D Hard to understand sometimes, but glad your videos exist ^^ Thank you so much

  • @Valektrum
    @Valektrum Před 3 lety +1

    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.

  • @xrcryptodev
    @xrcryptodev Před 4 lety

    Thank you--amazing video! Very thankful for your super current information and excellent teaching.

  • @arttuli
    @arttuli Před 4 lety +13

    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?

    • @drwalrus5943
      @drwalrus5943 Před 4 lety +2

      I would also like to know how to do this

    • @nou2769
      @nou2769 Před 4 lety +2

      i can't figure out how either

    • @orcinus6792
      @orcinus6792 Před 4 lety +2

      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

    • @arnevanraepenbusch9950
      @arnevanraepenbusch9950 Před 3 lety +2

      @@orcinus6792 Can you link the exact video?

    • @orcinus6792
      @orcinus6792 Před 3 lety +1

      @@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

  • @CosmicComputer
    @CosmicComputer Před 4 lety

    Awesome! Would love more of this!

  • @EndercraftyMC
    @EndercraftyMC Před 3 lety

    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.

  • @blaxxun75
    @blaxxun75 Před 3 lety

    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!!

  • @griffinrob
    @griffinrob Před 4 lety

    Really good thanks for making these videos very helpful.

  • @noobsec2519
    @noobsec2519 Před 4 lety

    You. Are. A. God.

  • @LilBigfootOverlanding
    @LilBigfootOverlanding Před 4 lety +1

    Super helpful!! Thx buddy 😃👍

  • @ValemVR
    @ValemVR  Před 4 lety +21

    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);
    }

    • @rzzz6184
      @rzzz6184 Před 4 lety

      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.

    • @oliverlebert
      @oliverlebert Před 4 lety

      @@rzzz6184 centerEye should refer to your VR Camera.

    • @oliverlebert
      @oliverlebert Před 4 lety

      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?

    • @JDRos
      @JDRos Před 4 lety +1

      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.

    • @TheDrZepsuj
      @TheDrZepsuj Před 4 lety +1

      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.

  • @floydiustube
    @floydiustube Před 4 lety

    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

  • @J_E_N_T
    @J_E_N_T Před 4 lety +7

    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 :)

    • @vrforseniors9830
      @vrforseniors9830 Před 2 lety

      BULSHIT!! THE CHEAP PLATIC CRAP FROM VALVE SUCKS! AND VALVE HATES CUSTOMERSE VEN MORE THAN STEAM HATES CUSTOMERS!!!!

  • @spring1146
    @spring1146 Před 2 lety

    Can't thank you enough Valem

  • @gizmobly350
    @gizmobly350 Před 4 lety

    Amazing tutorial! Thanks.

  • @timelschner8451
    @timelschner8451 Před 4 lety

    Excellent tutorial! Very good and many thanks!

    • @timelschner8451
      @timelschner8451 Před 4 lety

      the switch so scene Teleport Point needs some script to really change the scene, will you make tutorial on this too? :)

  • @amoomalGJJ
    @amoomalGJJ Před 4 lety

    Thank you! this is what i needed. ^.^/ Hope to see your next video soon...:D

  • @LordZandaurgh
    @LordZandaurgh Před 4 lety

    Great vid! Keep up the good work!

  • @iequalzero716
    @iequalzero716 Před 4 lety

    thank you so much dude! you are the best

  • @serpnta1267
    @serpnta1267 Před 4 lety

    Great as always!!!!!

  • @EnriqueCaballeroCG
    @EnriqueCaballeroCG Před 4 lety

    amazing tutorial, you rock

  • @toesnub9676
    @toesnub9676 Před 4 lety +1

    i appreciate this tutorial a lot, but in a way it almost feels like SteamVR is doing all the work for me

  • @treylee8051
    @treylee8051 Před 4 lety +13

    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!

    • @BrigColby
      @BrigColby Před 4 lety +5

      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.

    • @leaves_reality
      @leaves_reality Před 4 lety +2

      @@BrigColby I've been having the same issue, either of y'all found a solution yet?

    • @TheKrazykyleman
      @TheKrazykyleman Před 4 lety

      I think I'm having the same issues

    • @andonymand1769
      @andonymand1769 Před 4 lety

      Do you have the refresh rate set to 90 fps? That could help.

    • @einthomas614
      @einthomas614 Před 4 lety +2

      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)

  • @codaq4043
    @codaq4043 Před 4 lety +1

    This is much more efficient then using the oculus integration

  • @soggyoreo9130
    @soggyoreo9130 Před 4 lety +5

    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.

    • @leaves_reality
      @leaves_reality Před 4 lety +4

      (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!

    • @ImLightningSam
      @ImLightningSam Před 4 lety +1

      @@leaves_reality Thank you so much for this!

  • @Beluga901
    @Beluga901 Před 4 lety +1

    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?

  • @DarkMagician31
    @DarkMagician31 Před 4 lety

    Very cool video. Thank you very much =)

  • @xChallengeFTWx
    @xChallengeFTWx Před 4 lety +1

    Hey merci sérieux tes tutos sont malades je t'aime

    • @ValemVR
      @ValemVR  Před 4 lety

      Moi aussi je t'aime 💜

  • @yesifea
    @yesifea Před 4 lety

    Great like always!

  • @MartinVaupell
    @MartinVaupell Před 4 lety +3

    Very nice video, any tips on "Crouch" so i can pick stuff up from the floor?

  • @williamdavidmann6982
    @williamdavidmann6982 Před 4 lety +22

    will this work without steam vr open?
    i mean just building it straight onto the quest without link
    Answer: No

  • @171694
    @171694 Před 4 lety

    Great video!

  • @piflyon
    @piflyon Před 4 lety +1

    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.🙃

    • @ValemVR
      @ValemVR  Před 4 lety

      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. :)

  • @majort3514
    @majort3514 Před 4 lety +3

    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

  • @MongoolGaming
    @MongoolGaming Před 4 lety

    These are great tutororials +1 sub

  • @Jesse-ys8wu
    @Jesse-ys8wu Před 3 lety +1

    if hands are pink you need to right click on it and reimport all assets

    • @JustinPBarnett
      @JustinPBarnett Před 3 lety +1

      Youll need to convert the assets to URP compatible in Edit > Render Pipeline > Universal Render Pipeline > Upgrade Project Materials

  • @DrazV2
    @DrazV2 Před 4 lety +3

    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.

  • @anficyon
    @anficyon Před 4 lety +3

    geat, great.
    what do you recomend for a UI for VR, for change scenes and activate tutorials for the players?

  • @diegodaly
    @diegodaly Před 4 lety +3

    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)

    • @mikesirman
      @mikesirman Před 4 lety

      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.

    • @codyswanson
      @codyswanson Před 4 lety

      @@mikesirman what's physics check? I don't see that option. Thanks

    • @mikesirman
      @mikesirman Před 4 lety

      @@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

    • @codyswanson
      @codyswanson Před 4 lety

      @@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. :)

    • @jhummelgaard9310
      @jhummelgaard9310 Před 4 lety +1

      I found this article that explains why. Very informative!
      www.kinematicsoup.com/news/2016/8/9/rrypp5tkubynjwxhxjzd42s3o034o8

  • @danpaul4108
    @danpaul4108 Před 4 lety

    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.

  • @haotianjiang1919
    @haotianjiang1919 Před 2 lety

    Thanks for the marvoles tutorials. In the video you used Oculus. However, do you have any solution for HTC VIVE user?

  • @nicolehavelyana5265
    @nicolehavelyana5265 Před 3 lety

    we love you

  • @oliverlebert
    @oliverlebert Před 4 lety +1

    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);

    • @ValemVR
      @ValemVR  Před 4 lety

      You are right. Thank you for pointing that out! :)

    • @oliverlebert
      @oliverlebert Před 4 lety

      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?

    • @ValemVR
      @ValemVR  Před 4 lety

      @@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 :)

    • @oliverlebert
      @oliverlebert Před 4 lety

      @@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

    • @oliverlebert
      @oliverlebert Před 4 lety +2

      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

  • @TheMinistryOfJesus
    @TheMinistryOfJesus Před 4 lety

    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

  • @lanmark7
    @lanmark7 Před 4 lety

    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

  • @alia123
    @alia123 Před 4 lety +6

    Can this tutorials be applied for an Oculus Quest development?

    • @ibuildthings6576
      @ibuildthings6576 Před 4 lety +1

      AliaNM I would only assume

    • @Iumey
      @Iumey Před 4 lety +2

      No, unless you're developing for steam these aren't for any oculus headsets

    • @alia123
      @alia123 Před 4 lety +1

      @@Iumey Thank you! :D

  • @rianitsch518
    @rianitsch518 Před 4 lety

    hell yeah! Thanks!!

  • @user-xn9qk5ki6u
    @user-xn9qk5ki6u Před rokem

    You're god mann

  • @PhantomWolf93
    @PhantomWolf93 Před 4 lety +1

    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);
    }

  • @lucasmartinic2039
    @lucasmartinic2039 Před 4 lety +1

    Thanks!!!

  • @igrodelsky
    @igrodelsky Před 4 lety

    Thank you !

    • @--.--
      @--.-- Před 3 lety

      Ролики по виару не делал?

    • @igrodelsky
      @igrodelsky Před 3 lety

      @@--.-- Только по выбору шлема и фиксации на голове. Уроки ещё не пилил. Пока не до виара, куча других дел.

  • @--.--
    @--.-- Před 3 lety +1

    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...

  • @floydiustube
    @floydiustube Před 4 lety

    ceci est incroyable. mbc!

  • @smukkegreen
    @smukkegreen Před 3 lety

    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 ❤️

    • @ramonalders8205
      @ramonalders8205 Před 3 lety +1

      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

  • @chandraprakashshukla413
    @chandraprakashshukla413 Před 3 lety +2

    Sir, what can I do to make a game for my homemade DIY headset and its controllers?

  • @gooe9561
    @gooe9561 Před 4 lety +2

    I'd rather have the movement be relative to the direction of the left controller. How do I do that?

    • @ImLightningSam
      @ImLightningSam Před 4 lety +2

      Player.instance.leftHand.transform.TransformDirection(new Vector3(input.axis.x, 0, input.axis.y));

    • @gooe9561
      @gooe9561 Před 4 lety +1

      @@ImLightningSam Thanks! Much appreciated!

    • @B0obai
      @B0obai Před 3 lety +1

      @@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.

  • @xavierbuisson4535
    @xavierbuisson4535 Před 4 lety

    U ve a french accent ! R u ? ^^ thx a lot, all ur videos are so usefull, u rock ;)

  • @andreclausen3317
    @andreclausen3317 Před 4 lety +1

    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

    • @DrazV2
      @DrazV2 Před 4 lety

      Did you figure out the rectangle?

    • @fishum6483
      @fishum6483 Před 4 lety

      I believe this is the difference between using a VR playspace and in standing/sitting mode.

    • @majort3514
      @majort3514 Před 4 lety +2

      Hi, In your Hierachy, go to Teleporting and in the inspector untick 'Show Play Area Marker' :)

  • @monapasic4159
    @monapasic4159 Před 4 lety

    thank you.

  • @doriondouglas6176
    @doriondouglas6176 Před 4 lety +2

    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

    • @-nickdev
      @-nickdev Před 4 lety

      turn on the body collider included in the player prefab

    • @233cade3
      @233cade3 Před 4 lety

      @@-nickdev Didn't work for me :(

  • @MattRBX
    @MattRBX Před 3 lety

    error CS0246: The type or namespace name 'SteamVR_Actions_Vector2' could not be found (are you missing a using directive or an assembly reference?)

  • @diegodaly
    @diegodaly Před 4 lety

    Thanks bro

  • @GinnnkoV2
    @GinnnkoV2 Před 4 lety +2

    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?

    • @austinwinkler5329
      @austinwinkler5329 Před 3 lety

      Be sure that your character is set as a child of the camera rig. Otherwise, it will not work.

  • @TheKrazykyleman
    @TheKrazykyleman Před 4 lety +2

    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.

    • @gooe9561
      @gooe9561 Před 4 lety +1

      Get rid of the CameraRig and add the Player asset.

    • @TheKrazykyleman
      @TheKrazykyleman Před 4 lety

      @@gooe9561 thank you so much, I've been holding off on this tutorial until I fixed this

  • @ChaosSHSM
    @ChaosSHSM Před rokem

    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

  • @TheOfficial_Dev
    @TheOfficial_Dev Před 3 lety +2

    does anyone know how to fix your controllers not showing up (i'm on a rift s)

    • @joysonst
      @joysonst Před 6 měsíci

      Hey, did you figure out how to enable that? I'm stuck for hours.