How to Interact in VR - Oculus Interaction SDK - PART 1

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The new Oculus Interaction SDK is here and is making it easier than ever before to interact in VR. In this first part of this new tutorial series, I'll show you how to set it up and use it for grabbing object with both controller and hand tracking !

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📝Best VR Assets ( These links are Affiliate links which means it costs the same to you and I get a small commission. Thanks for your support!)

VR Interaction Framework

Hexabody (Physics VR Player)

Mirror and Reflection for VR

Auto Hand (automatic hand grab pose)

Hurricane VR (vr physics interaction)

3d Hand Model for VR

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If you enjoyed this video, here are some other really good channel you should appreciate :

⌨️ Game Dev

👨‍🎓 Vr Dev

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#vr #vrdev #madewithunity #valem #unity
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For those folks looking for the InputOVR component like I was:
Unity now has a OculusInteractionSampleRig that bakes in all of the initial setup. No more need for setting up prefabs for controllers or hands!

roberthovey
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For those wondering why the InputOVR component is different now and no longer has references to the controllers and hands: Just delete the OVRCameraRig and InputOVR from your scene and search for and add the OculusInteractionSampleRig to your scene, this has everything already set up for you :)

Project-NSX
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As others have pointed out: The "Transformable" script is now called "Grabbable". Be sure to drag that component to the "Pointable Element" field inside the "Grab Interactable" script. Then your controllers will be able to grab that pesky cube 👍

LloydTUnicorn
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GUYS READ THIS IF YOU ARE STUCK !

The new Oculus Integration update 38 has made some small modification to the Interaction SDK setup here they are for this video :

- At 4:19 you cannot drag the OVR Camera Rig directly in the input OVR anymore, instead you need to add first a "Interaction OVR Camera Rig" component to the OVR Camera Rig and then you will be able to drag it.

- If you cannot see your hands make sure to go to inputOVR > Input Data Provider Update Trigger OVR and then uncheck "Enable Update" and "Enable Fixed Update" to get rid of the warning.

- The "Transformable" component has been renamed to "Grabbable", it is the same as before except that now you need to drag the Grabbable component in all Interactable component as the "Grabbable" variable (before it was the other way around we had to drag the interactable in the transformable component as shown at 7:33)

All of these update are done in the PART 4 of the tutorial series where I update the project to Oculus Integration latest version.

If you have any issue make sure to post it and look at the other comment so that I can update this post for future people that come here. :)

ValemTutorials
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For those who are having issues regarding the hands not appearing:
1 - If you're using URP, convert materials (manually)
2 - OVRCameraRig -> OVR Manager > Quest Features > Choose: Controllers and Hands + Hand Tracking Version V1 or V2
3 - Enable Hand Tracking in your device (Settings)

FoxFigueiredo
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I wish this was part of XR Interaction Toolkit or something similar so it could be cross platform as more headsets add hand tracking.

SeanBannister
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In SDK 42.0 The [Grabbable] property in [Grab interactable] script is replaced by [Pointable Element]. So you need to drag the [grabbable] into [Pointable Element]

hangazheng
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Update for 7:41 you need to add physics grabbable component along with component along with the new changes in valem's comments

aregbedavid
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Quick note to anyone who has invisible hands when hand-tracking. If you are using URP, you need to update the render materials. I was expecting bright pink hands but instead they were just invisible until I converted the materials

thAlchemist
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OVRCameraRig would not be accepted as the reference rig by OVRInputs. (v38 of Oculus Integrations.) This is because OVR Inputs expected an "Interaction OVR Camera Rig". So I looked that up in the package and it was a little script. Adding that to the OVR Camera Rig made it possible to reference in OVRInputs. And I could continue the tutorial from there.

Another note is "Transformable" scripts are already deprecated, replaced by "Grabable".

falconerodland
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Valem: It is MUCH MORE RECOMMENDABLE to show how to do all of that with only Unity and minimal necessary Oculus software. That way the tutorials will actually stay correct more than a week.

THE_ONLY_GOD
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If you still can't grab the object by hand, select the InputOVR from the scene then go to the input data provider update component and make sure to untick Enable Update & Enable Fixed update options.

khalidal-hasan
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YES! SHOW HOW TO SHOW HANDS AND CONTROLLERS WITH HAND ANIMATIONS (INCLUDING THE TOUCH ANIMATIONS FOR CAPACITIVE BUTTONS)!!! Thanks in advance!

THE_ONLY_GOD
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InputOVR -> hands + controllers aren't visibile, just delete OVRCameraRig and inputOVR and replace them by OculusInteractionSampleRing and you will see that all the start of the tutorial is already set upped.
HelloWord ! for all

SuperKonar
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Hello I followed the tutorial, and the steps mentioned in the model for later versions. However, I still can not grab the cubes.
My Unity Editor version is 2021.3, 22f1 and I used OculusInteractionSampleRig and Grabbable and still can't grab the cube.

Any help is greatly appreciated. Thank you.

kiralight
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I cannot grab objects with the hands with v.38 :( I am only able to grab them with controller

AlexOrzaez
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InputOVR is not there in my package what to do then .?

souravdhali
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I can't find InputOVR prefab in the 47.0....

chriswhite
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Hey, I'm a total noob in Unity and VR, but I found a fix that worked for me with the disappearing hands. I applied the changes above, but it didn't work (still do these). After that, I went into the OVRCameraRig > OVR Manager > Quest Features and changed Hand tracking support to 'Controller and Hands' and V1 of the version. This might seem obvious but before I was able to use the finger gestures in the game without the hands showing up, which seemed like the hand tracking is enabled. I hope this helps :)

Snowboardjunkie-vrin
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Hi Valem, thanks for the tutorials! Unfortunately for those starting now the new version 40 of the Oculus Integration is completely different (much more than the 38).
For example the inputOVR has only one child (HMD), it no longer has "Hands" and "Controllers" like in your videos.
You've already covered the changes with version 38 in the 4th video of this series.
Is it possible to know how to integrate with version 40 too?

lucamanderioli
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