![]() ![]() They didn't have an answer for me but said they'd email me in a couple days. I managed at one point to eventually get into a live chat with someone after much clicking and frustration. So instead you need to wade your way through a really poorly managed pool of forums that are so un-userfriendly it's laughable. Lack of support:You can't comment on the specific videos you're trying to learn from. I'm 16 days into the free month trial and will be cancelling it before they auto charge me another month. Hopefully at least some of this information helps, and as I said, give me a shout if you'd like to know what I learned in terms of the design considerations and theory for VR.It's definitely not worth it as far as I'm concerned. Although, I have found that creating a custom controller in either can be a bit problematic, possibly due to a lack of patience as I was looking to get a custom controller working in a variety of different ways quickly (which lead me to XRI). VRIF is possibly more beginner-friendly, and HurricaneVR is more feature rich. That said, as others have mentioned HurricaneVR and the VR Interaction Framework (links below) can help to facilitate this. He has done videos on how to set up projects using the Oculus Integration package and the Oculus Interaction SDK.Īs mentioned, the two main issues with VR development (at least for me) are the lack of VR design considerations theory, and how quickly things are going out of date recently. Andrew has multiple guides that show how you could implement a variety of features in VRĭilmer is into all things XR in Unity, so does videos on AR as well as VR. My favourite channel is either this one or Valem's ones. Really good channel with a very good understanding of VR development, I had some issues with the new action input system and OpenXR, which is what Justin tends to use. This is his more recent channel, and, great timing! He's just started a new series on creating VR projects in 2022. This is his "old" channel that has some great information Others have already mentioned Justin and Valem (who are two of the best Unity VR content creators), Here is a few more: I had some issues with the new input system acting in unexpected ways, so I just went for device based as I was just targeting the Quest 2 anyway. OpenXR requires the action input system to function. There are also two ways in which people tend to develop for VR:ĭevice-based - this requires knowing the button names for controllers, good if you are targeting one platform, but not so great if you're looking at cross platform.Īction-based input - This is an abstraction layer which will link actions to common buttons that are present on various controllers. This issue is likely to be repeat itself when learning from the YouTube channels listed as well. First thing I can see is that the XR Rig is now referred to as the XR Origin, both in the inspector and in code, which may change the setup a bit in the pathway. ![]() XRI has had several large updates over the last year which changes how you'd go about setting up a project's controller and solve some issues. If you're looking for either PC VR or multiplatform, OpenXR and the XR Interaction Toolkit (XRI) is probably the way to go, at least to start.įrom what I can see Unity Learn's VR pathway may contain some good information, but on first glance it seems as though it may be out of date. There's also some pretty cool UI interactions in this SDK to save building them from scratch. This is what I use but it has its issues.st time I checked no other SDK offers developing hand interactions using hand tracking. At the moment Unity is trying to make the XR Interaction Toolkit and OpenXR the standard way for making in VR games in Unity. The SDK you use will significantly change how you develop for VR and who you learn from. This is what I use but it has its issues. The SDK you use will greatly change how you develop for VR and who you learn from. Hand tracking requires this and the last time I checked no other SDK offers developing hand interactions using hand tracking. If you're looking to make experiences that either take advantage of hand tracking or are just solely for the Quest 2, the Oculus Integration Package now contains an interaction SDK with some pretty handy things.
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