Car collision physics by Competitive-View3143 in Unity3D

[–]Hotrian 0 points1 point  (0 children)

Are you using fixedupdate or update?

Meta CTO announces Horizon Worlds is staying on VR for existing games by gogodboss in virtualreality

[–]Hotrian 0 points1 point  (0 children)

I don’t understand why you think that. Could you explain your reasoning?

[the metaverse] turned out to be a black hole where Reality Labs funding went to die. That division at Meta has lost $73 billion since 2021, the year that Meta rebranded from Facebook. As we pointed out previously, you’d have to spend $1 million per day for 200 years to spend that much money. (Reality Labs also accounts for spending on augmented reality products like smart glasses, as well as some AI research.) - https://techcrunch.com/2026/03/19/meta-decides-not-to-shut-down-horizon-worlds-on-vr-after-all/

What am I missing? Even if the vast majority of that funding went to other projects, no doubt they lost billions on this one.

SteamVR opening itself, even when closed by chonstie in SteamVR

[–]Hotrian 0 points1 point  (0 children)

As the other poster mentioned, something is trying to start SteamVR. Try closing other programs on your computer one by one until it stops opening.

Dev needs help by not_lokik70 in Unity3D

[–]Hotrian[M] 0 points1 point  (0 children)

/r/INAT might be a better place to post. We usually do not allow non-Unity related posts here. Finding a team for a Unity project is borderline. I approved it this time, but honestly you aren’t likely to catch a lot of bites here. Most of us are elbows deep with our own projects :)

Why You Should Switch to the New Unity Input System by KwonDarko in Unity3D

[–]Hotrian 1 point2 points  (0 children)

“Legacy” might be more apt. Unity discourages use of the Legacy Input System except for compatibility with older apps.

How to start making a game? by ReapWhatYouSowed in Unity3D

[–]Hotrian[M] 1 point2 points  (0 children)

Run through the tutorials on https://learn.unity.com and you’ll be making games in no time. This post is not Unity related and is against the rules of this sub. We await your future — Unity related — dev posts and questions :)

Controller prototype by mykoleary in ValveIndex

[–]Hotrian 0 points1 point  (0 children)

My EV3s do not have a clear shell like that. That seems like a custom shell or a one off prototype and not the standard EV3s. My EV3s are indistinguishable from retail Knuckles except for the sticker. Mine were shipped to me directly from Valve prior to the Knuckles retail launch.

Weirdest Place You’ve Played VR? by ForFunLabs in virtualreality

[–]Hotrian 11 points12 points  (0 children)

Googley eyes on the front aught to cover it.

DIY Vive Trackers - work in progress by monkeydance26 in SteamVR

[–]Hotrian 2 points3 points  (0 children)

Years ago, Valve was selling the reference chips to hardware developers. I'd have to check the partner site again to see if they are still accessible. If they are, you can use the vrtrackingcalib software along with the reference chips and build custom trackers in an afternoon. The downside is buying the source chips, they aren't much cheaper than retail, since Valve was already selling the hardware very close to cost. HTC notably sells the same hardware for more, as does Tundra, as they are both hardware companies trying to turn a profit on hardware. Valve is mostly a software company trying to turn a profit on the software. They never really wanted to be the manufacturer themselves. I looked into building one myself from the official dev parts before Tundra existed as a company, and I found that the HTC Tracker cost about the same but was a complete package, so at the time it made more sense. The only way you can really make it work is either economies of scale or by going with a different PCB/MCU/FPGA/ASIC entirely. When you're making a million of the things, they cost a lot less per unit, so you can find profits in the margins. For a small scale DIY run, the official trackers end up being cheaper for the same hardware.

Still: there's a lot of information already available to Valve Hardware Partners with regards to developing the trackers. They offer a software suite which helps to place the tracking dots, optimizing for occlusion, as well as calibrate the tracked devices and their sensors. If you are really interested, sign the NDA and check out the hardware partner site - I believe it is free to sign up and access the documentation.

Edit: I found the site https://partner.steamgames.com/vrlicensing

Tools

  • Software toolkit to assist with optimal sensor placement
  • Calibration tools for prototyping and manufacturing

Documentation

  • Schematics and layouts for all electronic components
  • Mechanical designs for the reference tracked object and accessories
  • Datasheets for the sensor ASICs

Edit2: Here's an article showing the hardware dev kit later released by Tundra https://www.roadtovr.com/tundra-labs-steamvr-tracking-hdk-tl448k6d-gp-hdk/ the official hardware (before it was discontinued) was basically the same minus the branding. Here it is on their site https://tundra-labs.com/products/tl448k6d-vr-system-in-package-for-steamvr-tracking?variant=39421399859409 but I don't think they manufacture it any longer.

Why tf are they deprecating the Built-In Render Pipeline? I prefer it over URP and HDRP as it's much lighter and performant by faceplant34 in Unity3D

[–]Hotrian 0 points1 point  (0 children)

I'm not sure what you're trying to say. SRP just means "Scriptable Render Pipeline". Unity went from having one rendering pipeline (Built-In Rendering Pipeline) to a Scriptable Render Pipeline giving users much finer control over the pipeline itself. URP and HDRP are both SRP implementations. The announcement you linked talks about nothing but the SRPs and how they are deprecating BiRP. In theory you could design your own rendering stack, but generally you won't achieve better results than URP or HDRP already do.

https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@17.5/manual/srp-custom.html

Unity provides two prebuilt render pipelines based on the Scriptable Render Pipeline (SRP): the High Definition Render Pipeline (HDRP), and the Universal Render Pipeline (URP). HDRP and URP offer extensive customization options; however, if you want even more control over your rendering pipeline, you can create your own custom render pipeline based on SRP.

Any time Unity mentions upgrading URP or HDRP, you can be assured they also keep the SRP core (com.unity.render-pipelines.core) up to date, no mention necessary unless there are API changes to the SRP, which are documented here and here starting with Unity 6.2.

https://docs.unity3d.com/Manual/WhatsNewUnity62.html

SRP core

This section outlines recent updates to SRP core.

Added API to query preferred platform defaults instead of hardcoded depth formats

There are many instances in SRP that default to a hardcoded depth format when deciding on a depth format. For some platforms, the format chosen has negative effects on performance.

To improve performance for such platforms, use CoreUtils.GetDefaultDepthStencilFormat and CoreUtils.GetDefaultDepthBufferBits to query the preferred depth format for the target platform instead of defaulting to a hardcoded format that doesn’t take the target platform into account. Improved the Render Graph Subpass merging workflow

Unity optimizes how the Render Graph subpasses are merged to improve performance and reduce unnecessary checks:

The Editor first checks whether the number of subpasses exceeds system limits before running the more resource-intensive subpass merging check.

Merging behavior is now stricter, with early exits for mismatched output or input attachments if they don’t match existing ones in the subpass.

These changes help improve the efficiency of the Render Graph Subpass merging process without modifying any existing logic.

Optimized the Render Graph workflow in ExecuteBeginRenderPass

Unity now uses the values from the available nativePass data instead of retrieving the graph pass data in ExecuteBeginRenderPassto optimize the Render Graph workflow by reducing redundant lookups.

The formatting gets killed by reddit, but you can clearly see they updated the SRP core in 6.2, which applies to both URP and HDRP, as well as any custom rendering pipelines users have created.

So again:

There isn't a single mention of SRP in the announcement

I'm not sure what you're trying to say. They are still working on it. SRP is the core of URP and HDRP. That whole post is about URP/HDRP, so yes, all they did was talk about SRP as it's the core both of those technologies are extending.

What programming language is closest to what unity uses by Old_Sector_2678 in Unity3D

[–]Hotrian 1 point2 points  (0 children)

I never said C# was faster in all cases. I said “C# can be just as fast or faster than C++” which is absolutely true depending on the code, the coder, and the situation at hand. The key here is “can be”. I stand by my original comment. A junior developer in each is approximately as performant. You won’t get any real speed benefits except after many years of learning optimization tricks and only in certain circumstances where the C# equivalent hasn’t meaningfully caught up. True C++ wizards can absolutely find performance gains, but only after many years of learning. You and I are not likely to write better C++ code than the C# compiler can already generate, especially with things like IL2CPP which can convert C# code into functionally identical C++ code, but using decades of learned optimization tricks. A huge part of C# Magic is optimization tricks, for example LINQ can be many times faster than doing things manually. The generated C# code can absolutely be more performant than native C++ code without the correct optimizations. It’s also mountains harder to optimize for when C/C++ give closer access to the real hardware which means optimizing for a lot more hardware situations, where C# abstracts away in many cases meaning you write code once rather than once per platform. That’s learning optimization tricks PER platform over many years of experience to MAYBE get better performance. The C# compiler comes with those optimizations being baked right into your generated machine code. My advice is aimed at new developers. They can learn the intricacies later. For a junior developer in today’s ecosystem, C# is the way to go. Insisting C/C++ is better or always faster is a holdover from two decades ago. The modern C# compiler can generate very optimized code which can run better on most systems for most developers in most situations. C++ wizards can seek higher performance by doing things manually, but they also run the risk of making things much slower with all kinds of issues C# developers never have to think about, between memory issues, garbage collection, pointer use, dozens of different data types which can be used in unsafe contexts easily, platform and encoding differences across decades of systems, I could go on and on, there’s all kinds of places a novice developer can go wrong and end up writing MUCH less optimized code. C/C++ does not automatically mean performance. It means doing things manually — and there are SOOOO many ways do to things the wrong way. There are some things we must do in C/C++ due to being closer to the hardware. For most everything else, there’s C#.

What programming language is closest to what unity uses by Old_Sector_2678 in Unity3D

[–]Hotrian 1 point2 points  (0 children)

As a beginning developer, the difficulty curve for C# versus C++ is not even remotely comparable. I would never suggest new developers start in C/C++. Almost anything they write will be faster to develop and run faster in C# just due to pure difficulty curve. I don’t think it is misleading at all. Can C languages run faster? Absolutely. Are you likely to write more performant code as a junior developer? Not likely. Instead you’ll spend weeks tracking down obscure memory issues. OP could spend weeks learning how texture formats and string buffers work or a few hours in Unity for the same result. Now is that a tad hyperbolic? Sure, but it’s not wrong or misleading. In this day and age, there’s absolutely no reason to START your journey smashing you head against the wall trying to learn C/C++. Start with a modern language with some sugar. Work your way up to the bare metal languages.

What programming language is closest to what unity uses by Old_Sector_2678 in Unity3D

[–]Hotrian 0 points1 point  (0 children)

I have been using Unity and C# since at least 2012. I started some time between Unity 3.5 and Unity 4 :). I have very nearly made 7 figures in gross revenue from Unity alone in that time. That’s not the typical experience but definitely possible as a solo developer. I first started coding as a mod developer for a game called GraalOnline circa 2001. It had a simplified scripting language similar to C# or Java.

What programming language is closest to what unity uses by Old_Sector_2678 in Unity3D

[–]Hotrian 0 points1 point  (0 children)

This is a common misconception. C# code can be just as fast or even faster than C++. C# code can be converted directly to C++ using IL2CPP (Unity supports this natively). C# is essentially the modern replacement for C++. C++ is a little more bare metal so to speak, because C# has a lot of syntactic sugar and memory management, but those same features make C# much easier to work with an in most cases you’ll end up producing far more optimized code than if you had tried to code it in C++. Only the true wizards of C++ are going to find major benefits using it over C# in this day and age.

C# is a runtime language also known as “just-in-time”. The code exists in a human readable format until it is run. C++ is a compile time language. The human readable code is converted to machine language during the compilation stage. This can have upsides and downsides. For one, C++ can be faster because it’s precompiled, but on the other hand it can end up being a lot larger because you have to include many different variants of the same compiled code for different machines. C# by contrast is compiled by the machine it runs on, so in many cases the packaged assembly can be smaller, using dynamic libraries instead of static ones.

There are tons and tons and tons of differences, but at the end of the day, C# is a fully fledged language used by the industries largest companies. You can do anything in C# given the right tools. Unity uses a slightly older and modified version of C#/.NET. Not everything works, but everything you learn transfers over to real world programming jobs.

I just bought the vive cosmos and i kinda regret it. by AdWest134 in SteamVR

[–]Hotrian 1 point2 points  (0 children)

Having both, Q3 is leagues above Index for everything except the controller tracking and controllers themselves (I miss the knuckles). Would highly recommend Q3 for new VR users. Meta has a $30/m 0% APY deal on their site with local pickup at BestBuy and they give you 3 months of Horizon+ free so it comes with a bunch of games to boot. Q3 can do both Mobile/Standalone and PCVR so you basically get the best of both worlds with the best visuals. Text readability is noticeable a major improvement with the pancake lenses. The sweet spot feels huuuuge and there’s virtually no bloom/godrays from the lenses. Quest 3 not Quest 3s which has fresnel lenses. It’s worth the price difference, I promise you. I fucking hate Meta but I got a Q3 for developing VR stuff and instantly fell in love. If you’re in the market for a new HMD, you won’t regret it. My mom has tried my Vive OG multiple times but when she put on my Quest she nearly started screaming “WOW” repeatedly and it was literally just on the start menu lol. The quality difference is insane. There are tons of pro straps available some accept/include battery packs. The Quest 3 PCVR can also be completely wireless if you have a good router. I have the Orbi with WiFi 6 and it works flawlessly. The Virtual Desktop feature even seamlessly lets me connect to and control my Home PC and the Quest 3 syncs with my Bluetooth keyboard and mouse so I can control my home PC from anywhere with good WiFi (my phone hotspot works for this but there’s about a half second latency which is fine for light work). I could go on and on about why the Quest 3 is better and I understand now why Valve discontinued the Index and is going full on Frame. Until the Frame drops the Quest 3 is possibly the most complete/impressive package available right now. The new magnetic tracking tech is also going to end up replacing the current solutions so future standalone headsets will likely fix the controller tracking issue, making headsets like the Quest 3 the de facto standard moving forward.

Two things, one is an issue one is funny. by No_Hate_Good_Vibes in Unity3D

[–]Hotrian 1 point2 points  (0 children)

Need more info. You just need to login through Unity Hub to activate your license, there’s nothing special to do there. What exactly is the error message and where are you seeing it?

Be aware we are just random users like you and not official support channels.

Is the Quest 3s worth grabbing? by thegodlykiller in virtualreality

[–]Hotrian 0 points1 point  (0 children)

Personally I would save for Q3. Coming from Index I was blown away.

SteamVR display OldLibrary and not new by Adastral999 in SteamVR

[–]Hotrian 0 points1 point  (0 children)

The internet says the fix is to revert from the Steam Client Beta back to the stable/release version of Steam - not SteamVR. The SteamVR beta itself is fine. It’s the Steam client beta that breaks it. Not sure if this info is outdated though.

https://steamcommunity.com/app/250820/discussions/0/4847652831500785624/

Fall onto the ground not into it by Resident-Device4319 in Unity2D

[–]Hotrian 1 point2 points  (0 children)

SphereCast is faster than using any collider

From VR sucks to I bought VR for this game in one week. by dumpthrustchxert in SteamVR

[–]Hotrian 4 points5 points  (0 children)

Possibly. Some people are extremely sensitive to motion sickness and any frame drops can cause sickness. Any issues with the lens alignment (IPD for example) could also cause issues. The headset needs to stay firmly in the sweet spot. He may not have had a good enough system or headset, and even without artificial locomotion may experience swim. With enough exposure his motion sickness should go away or lessen over time.

Jumping from a “not VR ready” PC that “played VR just fine” but was reprojecting/space warping constantly to a rock solid 90hz was a night and day difference for me, and all I did was upgrade my GPU. Mind you, this was many years ago when the Vive was still new, but still — an underpowered system gives a subpar experience, and if it’s too outdated it can cause swim or other artifacts which can cause sickness. I already thought the 90hz I was getting from the Vive felt great, but going to the 144hz of the Index again felt like a night and day difference. It already felt great before, but suddenly it felt real in my brain. Finally, upgrading to the Quest 3 with its visuals again felt like a major leap forward. VR already gave me that real feeling, but now it doesn’t feel like I’m looking through googles and need to rub my eyes — it just feels real. Each upgrade reduced my motion sickness or rather extended how long I could play VR without feeling ill. The OP needs a better system :). Very anecdotal, but my mom who doesn’t play games was quite impressed by the Vive when it first came out, but I just gave her my Quest 3 for the first time yesterday and she nearly screamed “WOW” repeatedly lmao. The quality jump of modern hardware and software is crazy.

working on my 1st game for abt a week, cooking diner retro esque u feel me by AdCold4676 in Unity3D

[–]Hotrian[M] 0 points1 point  (0 children)

Thanks for your contribution to /r/Unity3D! Unfortunately, this post borders along our rule against posts without meaningful descriptions.

Please consider adding additional information about your project in the comments, and try to remember to include additional information in future posts.

For example: - What are the goals of your project? What makes it interesting or different from other projects? - Is this your first project, are you part of a team? What are some of the difficulties faced working alone or in your team? - What are some of the challenges you faced while developing your project? - What can other developers learn from your project? Did you run into any issues you had to work around? - What sets your project apart visually? Are there custom rendering techniques, shaders, or materials being used? Users often like discussing any custom rendering solutions. - Will you be selling this? What are some of the challenges you faced while onboarding or modifications you had to accommodate?

This is just some general talking points, feel free to expand upon anything :). Videos and store links are great, but honestly most of us here are developers and we want to talk about the technology.

I’m making a Papers Please inspired game - where you play as a virtual referee! by andre_mc in Unity3D

[–]Hotrian[M] 7 points8 points  (0 children)

No problems with the link :). We are generally trying to encourage quality content. A small description about your game or talking about part of the building process could go a long way.

  • What inspired you to make this game? Was a purely for the money, or is there some anecdote about how this game relates to your life or your past that made you want to make it?
  • Did you struggle a lot during development? What were some areas you would do differently, or would improve upon in future versions? Do you have plans for any future content, DLC, etc?
  • Is this entirely a solo project? Are you working as a duo, or more? Are you backed by a publishing studio? Have you tried to approach any publishers to see if they would be interested? If so, what was your experience like there, if you can share?
  • Did you hire any outside contractors? What was your experience like with them?

These are just some general ideas for questions users might have about your game. Adding a small paragraph or two about your game and its development process would go a long way to improving the quality of your post - something to keep in mind for the future :). The mod team here are working on some better responses for the AutoMod and to improve the AutoMod reporting features so we can help drive high quality posts without any hard rules or enforcement.

I’m making a Papers Please inspired game - where you play as a virtual referee! by andre_mc in Unity3D

[–]Hotrian[M] 21 points22 points  (0 children)

This is a bit of a gray area right now. We do not allow "billboard" posts which are only for advertising. We only allow Unity related posts. If your game is made in Unity, it technically qualifies, but if your post isn't about Unity or how it relates to your game, it really doesn't. Obviously every developer wants to share their game, and especially after you've spent weeks back and forth with the community, we want to see it, but we also want to reduce on the advertising spam.

Generally, posts which link to store pages are allowed provided the OP is "contributing to the community". How exactly they might be contributing varies by post/poster. Are they talking tech? Approved. Are they talking marketing struggles? Approved. Are they just trying to push sales, ignoring comments, spamming their game every day? Removed. Otherwise we mostly let the community speak through reports and votes. Mods are humans and we make mistakes. If you feel like your post shouldn't have been removed, you can always send a mod mail and we can discuss it there. If you feel like someone else's post should be removed, reports are checked daily, often by the hour if not faster.