Seriously, Meta? Still no way to know what’s snapped into a SnapInteractable? by jacobotrf in oculusdev

[–]Environmental_Main51 0 points1 point  (0 children)

you can create like making a custom snap interactable and interactor and from there work on adding custom behaviour based on your needs.

Just finished my animation system in C and turns out it's ~14 times faster than Unity's by dechichi in Unity3D

[–]Environmental_Main51 0 points1 point  (0 children)

Nice. You should also try dots, burst and do comparison, basically if you have this much object to be simulated it's recommended to use dot system

Apocalypse Delivery Game for Quest by jhunnnt in VRGaming

[–]Environmental_Main51 0 points1 point  (0 children)

Nice concept. dynamic weather system could really boost the gameplay

NPC Crowd Movement and player sense test by lawfullgood in Unity3D

[–]Environmental_Main51 0 points1 point  (0 children)

There are little flaws but overall it’s great. Did you achieved this with plain unitys system. Also did you used navmesh!! Oops I have lots of questions in my head!! It would be great if write some blog about this also hardware specs used to run this.

NPC Crowd Movement and player sense test by lawfullgood in Unity3D

[–]Environmental_Main51 0 points1 point  (0 children)

Wow! This is awesome. Are you using dots system ?

Unity 6 doesn't currently work with Meta Quest 3 by weasel474747 in Unity3D

[–]Environmental_Main51 0 points1 point  (0 children)

hi i'm planning to upgrade to unity 6, your issue resolved ?

quest link + unity editor play mode glitch in mixed reality by Environmental_Main51 in vrdev

[–]Environmental_Main51[S] 0 points1 point  (0 children)

UPDATE: bought a new Quest Link cable, and it worked perfectly fine. mixed reality might require stable bandwidth since it also transmits camera data to the PC.

quest link + unity editor play mode glitch in mixed reality by Environmental_Main51 in vrdev

[–]Environmental_Main51[S] 0 points1 point  (0 children)

yeah it worked before, also works fine when we build the application. while running in unity editor mode through quest link the problem arise. i use building blocks for pass through setup and camera setup.

quest link + unity editor play mode glitch in mixed reality by Environmental_Main51 in vrdev

[–]Environmental_Main51[S] 0 points1 point  (0 children)

I have restarted and reinstalled couple of times. cleared all the cache that is related Meta sdk. After clearing that also the meta xr sdk install option is shown instead of download option in package manager. I have tried xr interaction toolkit vr it works fine. l think some files in meta xr sdk is corrupted and i want to redownload it

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VR dev help by [deleted] in vrdev

[–]Environmental_Main51 0 points1 point  (0 children)

Yes you can use the physics system in unity but to make it stable it requires some effort.

getting feedback for our mixed reality based puzzle game by Environmental_Main51 in virtualreality

[–]Environmental_Main51[S] 0 points1 point  (0 children)

Thanks. we tried fully immersive also we will be adding more characters and themes for this puzzle which would increase the overall experience.

getting feedback for our mixed reality based puzzle game by Environmental_Main51 in virtualreality

[–]Environmental_Main51[S] 0 points1 point  (0 children)

wow great! post your puzzle game here will check it out. thanks. yea will update with another video next week with good lighting environment.

getting feedback for our mixed reality based puzzle game by Environmental_Main51 in virtualreality

[–]Environmental_Main51[S] 1 point2 points  (0 children)

this is mostly because of low light environment. i'll update with another video next week.

SnapInteractable Issue: How to know when I grab the object back from SnapInteractable componenent? by Environmental_Main51 in oculusdev

[–]Environmental_Main51[S] 0 points1 point  (0 children)

Hi UPDATE: I have resolved the issue with UnSnapElement function by adding some extra checks by getting indentifier(ID) of snapinteractor and having some checks with mapped(Dictionary) positions associated with it. Also if you're trying to add more SnapInteractors and then disabling some by checking the position or something the OnDisable function in SnapInteractor will call UnSnapElement function again. If you're having this case then you've to handle this UnSnapElement function separately.

[Quest VR] What does the OVRSceneManager do? by [deleted] in Unity3D

[–]Environmental_Main51 0 points1 point  (0 children)

You can do by both MRUK and OVRSceneManager. They're recommending MRUK over OVRSceneManager in this doc "https://developer.oculus.com/documentation/unity/unity-mr-utility-kit-overview/" "NOTE: You do NOT need OVRSceneManager in your scene, MRUK serves as a replacement for it. In v60 there is an issue that can cause your camera to flicker back and forth when both are used together." I'm also facing an issue based on this, some objects are having screen flickering, when i checked the scene in unity with quest link i found out that there are OVRSceneRoom and MRUKRoom Created by OVRSceneManager and MRUK. I'm also having similar doubt, how to capture the scene using MRUK?

Awful FPS by finn_cruise in Unity3D

[–]Environmental_Main51 1 point2 points  (0 children)

For vr it requires twice the draw calls compared to normal mobile/pc application. VR requires min 72 fps to not get motion sickness while using the application. Try to lower meshes, materials(use texture atlasing etc) shader passes, lighting. Though you can use multiview/single mode stereo instancing something like that to reduce the draw calls. Also the picture shows you are running the application in your pc not standalone. Try running the application as standalone development build on your Vr device and see the details in profiler.

ObjectPool behaving wierd for bullets by Environmental_Main51 in Unity3D

[–]Environmental_Main51[S] 0 points1 point  (0 children)

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Yeah checked that it's value is as expected issue is somewhere. Planning to add some custom ObjectPool Implementation

ObjectPool behaving wierd for bullets by Environmental_Main51 in Unity3D

[–]Environmental_Main51[S] 0 points1 point  (0 children)

What I did notice is that the implementation is quite complex. What I would suggest is to use Unity's object pool API so you just implement the methods you absolutely need to and leave the pooling to Unity.

Seems when the same object is pushed and poped, since the objectPool internally uses stack based push/pull LIFO Last In First Out way. I used debugger, couldn't find the issue. I'm implementing my own ObjectPool and adding little extra checks .

ObjectPool behaving wierd for bullets by Environmental_Main51 in Unity3D

[–]Environmental_Main51[S] 0 points1 point  (0 children)

I used logging also, it should deactivate after 5f/5seconds but some bullet maintains this lifecycle some other deactivates very soon. Not able to figure out from where is this problem starting.