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Official New! VR Beginner: Escape Room

Discussion in 'Community Learning & Teaching' started by Woolley_Kat, Feb 24, 2020.

  1. Woolley_Kat

    Woolley_Kat

    Unity Technologies

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    witchHouse_screen_05 (1).jpg

    We're really excited to introduce our latest project for Unity Learn - a Beginner VR Escape Room experience. Explore the environment and learn about the basic VR interactions to apply them to the prototyping scene. Follow the tutorials alongside the project in editor to get the most out of this free project.

    This project is compatible with Oculus Rift, Rift S, Quest and HTC Vive - please have your headset setup before downloading and beginning this project.



    Let us know what you think and as always, we are so grateful for your feedback on our work!

    Grab the project on the Asset Store
    Follow the tutorials on Unity Learn

    Thanks :)
     
    Last edited: Feb 24, 2020
  2. pushingpandas

    pushingpandas

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    looks really great. I will dive-in this weekend!
     
    JacekMackiewicz likes this.
  3. vpinto

    vpinto

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    I have not been able to get this to build correctly on Quest for the life of me. I get a black box in my dashboard, almost like playing a video, the game doesn't render at all.

    Also, the steps in the written tutorial are not clear, as the project does not appear in the learn tab of unity hub. Instead, I had to make a new project first, then go into package manager and import from there. Maybe this was my issue?

    I think this is a great package, looks fantastic, and I can't wait to start going through the XR toolkit with my students!.. If only I could get the project to build!
     
    DDmeow likes this.
  4. JacekMackiewicz

    JacekMackiewicz

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    Hey vpinto,

    Thanks for taking an interest in the VR Project, and sorry to hear about your issues!

    As this project is soft-launched for now it hasn't appeared in the Learn tab of Unity Hub - it will be there as soon as the release is publicly announced rather than just on the forum.

    As for the Quest build we have been updating the instructions for building over the last two days - maybe give them another look? It sounds like you're able to get the project to build correctly but not to display correctly? Did you set your Graphics API to Vulkan specifically for Android builds? Also make sure your Texture Compression is set to ETC2 (GLES 3.0) in the Build Settings.
     
  5. JacekMackiewicz

    JacekMackiewicz

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    Hey! Just as an update we also ran into this issue later during the day today. It seems that manually uninstalling any pre-existing Unity builds from the Quest device (you can do this by navigating to Settings > Storage > Unknown Devices and selecting the applications you want to uninstall).
    After doing so we were able to build an executable that was running correctly. Please do let me know if this fixed things for you!
     
  6. vpinto

    vpinto

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    I have tried absolutely every thing that you have suggested, followed the updated instructions to a tee, and still having the same issue.

    I'm assuming I just need to remove the pre-existing build of the same project, as I have a few others on there (which by the way fully function using srp,opengl, and OVR).

    Everything else is set exactly as you mentioned, and I am still getting the same black screen
     
  7. vpinto

    vpinto

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    Ok. I ended up changing to multipass instead of multiview, and it magically worked.. though when i went back into unity the oculus tab of the XR plugin management has changed into the older version where it just lets you choose stereo rendering and V2 signing. There were several more options beforehand..

    I literally have no idea what I did to get it working, but it finally builds properly and I could explore the two premade scenes!

    thank you for the help and for making this amazing project for learning!
     
  8. JacekMackiewicz

    JacekMackiewicz

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    Congratulations on getting it working and thanks for posting your steps on the forum! We tried all the possible texture compressions with the Oculus Stereo Rendering set to Multi Pass and it worked everytime so we've updated the instructions. It seems the installations vary depending on the exact order you perform them in which might explain the different Oculus settings you were seeing.

    Thanks for your interest and your kind words! We hope you and your students enjoy the dive into VR! :)
     
  9. Hydhen

    Hydhen

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    Hello !

    I just downloaded the project and everything seems to work fine with an HTC Vive

    But I got something i find weird in the prototype scene, I don't have any component attached to the toaster, it's not grabbable, the knob cannot be turned and the lever cannot be pulled is that on purpose or something is missing ?
    The left thermostat has the same "issue"

    Anyway thanks for your work it's appreciated ! :)
     
  10. UnityJackT

    UnityJackT

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    We decided to include some extra prefabs/objects without interactions so that users could try creating there own however it seems we left a couple in the scene rather than just in the prefabs folder! Thanks for letting us know, we will get this sorted in our next update.

    Thanks for the positive feedback, enjoy!
     
    bhseph and Hydhen like this.
  11. prashantagent47

    prashantagent47

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    Hello,

    In my quest apk is not running and it is opening like a black dashboard screen and nothing is rendering at all.
    my graphics library is Vulcan and Texture compression is ETC2, and there is pretty much storage left in my quest.

    Please help me!!
     
    VikingStorm likes this.
  12. JacekMackiewicz

    JacekMackiewicz

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    Hey!

    Sorry to hear you're having problems getting the project to run on the quest. Have you set Stereo Rendering to Multipass in the Oculus settings within XR Plugin Management?
    Sometimes re-building on top of an old build fixes the issue. Try switching texture compression back to ETC (default) and selecting Build and Run again. If the switch doesn't work, try deleting the old build from the Quest and then building again. Good luck and let me know if that worked!
     
  13. vpinto

    vpinto

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    After exploring the project a bit more, I've realized that the post processing is not working when built for Quest. Does this have something to do with URP? Vulkan? Do I have to make sure I'm using a particular URP (mobile vs desktop)

    I have been trying to figure out how to have performant bloom on Quest, and it seems like this project is using the most current frameworks, so I am just a loss.
     
  14. UnityJackT

    UnityJackT

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    In URP there is a checkbox on your camera (in this case our camera is on the XR Rig prefab) which needs to be ticked in order for post-processing to work. Because we wanted to get as much performance out of the Quest version as we could we decided to turn this off, this is likely the reason you are having trouble getting PP working. Hope this helps!

    upload_2020-2-28_15-19-19.png
     

    Attached Files:

  15. vpinto

    vpinto

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    Yes, I do have that checked, tested both in the escape room scene and a new "prototype" scene with added pp volume. N o effects are rendered.

    Also, when I rebuilt in the escape room scene after turning post processing on, the teleportation assets dissappeared on.. for some reason they now become disabled on play.

    Edit: This of course is happening because I didnt put the book on the pedastle to enable them!

    So what did I do, I decided to start again, so I can understand the steps to get this project running. What happened? I ended up back where I started with the black box, even after doing everything that has been mentioned so far.

    As I mentioned earlier, I noticed a difference in the oculus tab of the XR plugin management, or rather that it had changed. I have attached screenshots of both. I only managed to get this rendering correctly on device with the panel that has fewer options.
     

    Attached Files:

    Last edited: Feb 28, 2020
  16. apo0o0o

    apo0o0o

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    Hello everyone and thank you very much for this!

    I'm trying to understand what is the best way to prototype VR projects quickly and I have been overwhelmed by VRTK, steam vr, oculus interation .. and all the problems they have with each other!

    a week studies vrtk3, but then the 4 is better, but then the 4 does not go with steamvr and if the user has oculus?!?

    no, you can't do that!

    It seems to me that this is the solution!

    I followed the whole tutorial and found it really well done.
    If I can afford a note, I would have liked to have a little more explanations on the parts to interact with: like the buttons, the clock / menu on the right hand, and some explanations on programming .. for example what could be the best method for open a door? by clicking a button?
    pushing it?

    Another important point I think may be what to study next ..
    the Design, Develop, and Deploy for VR course goes deeper, but uses different technologies .. is there a way to use those techniques (vrtk) with Unity XR?

    Thanks again
    great material!
     
  17. R1PFake

    R1PFake

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    I changed to android build (for Quest) and followed every step as shown in the tutorial. The build takes extremly long in the "compling shader variants" step, is this normal? I don't have a "high end" PC (only a VR ready PC with a GTX 970 and i5 6500 3.20GHz), but it still weird that such a simple scene (graphical wise) takes so long to build (Im currently at 30min and the part is like 40% done)

    Also the Quest build seems a little "laggy" it's playable, but sometimes frame drops are noticable. Maybe the tutorial could add some additional optimization tricks for the Quest version?

    Otherwise it's a nice demo, good job!
     
    Last edited: Feb 29, 2020
  18. PalmGroveSoftware

    PalmGroveSoftware

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    hey folks,

    tried importing with 2019.3.3, keeps failing decompressing package :'(

    Failed to import package with error: Couldn't decompress package
    UnityEditor.Web.JSProxyMgr:DoTasks()
     
  19. Corysia

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    I did this just yesterday in 2019.3.3 on a Mac and didn't run in to any issues. So, I'd suggest clearing your cache and re-downloading from scratch.
     
  20. VikingStorm

    VikingStorm

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    I also get black dashboard on Oculus Quest and nothing more. Has anyone found a solution? I've tried everything that have come to my mind.
     
  21. soleron

    soleron

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    Awesome. Too bad it does not include SteamVR... most people use that even for non game solutions. :(
     
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  22. Corysia

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    First time, yes. it's very very slow to compile those shaders. After that, it's not bad.

    I also noticed some choppy stuff when picking things up. I haven't investigated it yet, but I am guessing it's the difference between Update() and LateUpdate(). But I saw that kind of behavior in the XR Interaction Toolkit demo, too.

    Since I've finished the tutorial, I'm going to pick apart the XR Interaction Toolkit with a better foundation now.
     
  23. UnityJackT

    UnityJackT

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    Hey! Yes, shaders can take a while to compile initially as we have used a bunch of custom shaders but this time should reduce after your initial build. As for optimisation on the Quest, i'd start by tuning down the lighting in the URP asset but there is also a bunch of particles and effects you can tone down which can sometimes be the cause of a lag spike.

    Thanks for the feedback!
     
  24. UnityJackT

    UnityJackT

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    Hey, If you are referring to the project running on SteamVR we do support this!

    When you first grab the project it is already setup (using legacy VR settings) to run on both Oculus and OpenVR/SteamVR. If you have Oculus software installed it will default to opening using this but you can go into your Player Settings (in the XR Settings) and change the order you want it to try launching the project. If you move OpenVR/SteamVR higher in this list you will be able to run it through SteamVR.

    Thanks!
     
    soleron likes this.
  25. UnityJackT

    UnityJackT

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    Thanks for raising the issue, after our team did some testing we managed to reproduce the issue and our solution involves:

    - Go to package manager -> remove the XR Management package
    - Remove the XR folder that is in the Asset folder
    - Go to player setting -> XR settings and untick Virtual Reality Supported
    - That should auto uninstall the Oculus Android package, but double check to make sure it worked correctly
    - Then go back to player settings, XR Management and follow the tutorial as normal to install the XR management

    Give these steps a try and see if it fixes your problem. We apologise for not catching this sooner but we didn't run into the problem ourselves when testing before release. We are updating our tutorial steps to factor in these changes.
     
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  26. Corysia

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    I've a question about compression methods. In this tutorial, it's recommended to use ETC2 (GLES 3.0). It was recommended to me before by someone else to use ASTC. Can someone explain the difference and why one would prefer one over the other? Is ETC2 better for Vulkan?
     
    vpinto likes this.
  27. VikingStorm

    VikingStorm

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    @UnityJackT, thanks a ton! Followed the steps and it fixed the issue for me.
     
    UnityJackT likes this.
  28. ElBuho

    ElBuho

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    I suppose that this doesn't work with the Samsung Gear VR, I'm right?
     
  29. UnityJackT

    UnityJackT

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    Hiya, we had to develop for the most popular, and as a result, the most up to date VR platforms so nothing other that the platforms we mention in the tutorials have been tested for. Sorry!
     
  30. alexchesser

    alexchesser

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    Looks like the course has been updated to use ASTC! https://learn.unity.com/tutorial/ge...bf44edbc2a09bf60dceb#5e4c0b5eedbc2a002125ac8c


    One other thing they seem to be missing is (for Oculus Quest) is that Oculus requires ARM64 which is under
    PLAYER ->
    Set Scripting Backend to IL2CPP
    and CHECK the ARM64 box.



    I'm not sure if the course discusses this later, but it isn't in the setup phase.
     
  31. EddieChristian

    EddieChristian

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    Where is the OpenVR Plugin for the XR Plugins system. I find it odd that the plugin for the worlds Largest game distributor is missing still.
     
  32. alexchesser

    alexchesser

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    It hasn't been released yet. I think I recall seeing in another thread that it is confirmed to be in development, but not certain on that.
     
  33. PierreLouis29

    PierreLouis29

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    Hello everyone, first of all I wanted to thank the team responsible for that project as it helped me a lot understand the XR Interaction package.

    I have a legal question : Can we use this project as a framework to develop our own projects (possibly commercial ones) ?

    I find the ability to create an empty "VR Ready" scene very useful, and some prefabs in this project could be used too.

    Thanks in advance
     
  34. apo0o0o

    apo0o0o

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    Hi there
    I was wondering why on the documentation you say to do the locomotion system in one way
    |
    | On the XR Rig GameObject, add a Locomotion System, a Teleportation Provider, and a Snap Turn Provider.​

    and then in the example it is done in a quite different way!? :)

    and can you tell me where I can learn how to interact with buttons?

    thanks a lot
     
  35. UnityJackT

    UnityJackT

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    Hiya, we ideally created the project for agnostic development with a small selection of VR devices and as such we focus on fast iteration and building to test your app. Because each platform requires different specific settings to publish apps we have decided not to guide users on this as it is best to get this information directly from the platform you want to publish to.

    Thanks for the feedback!
     
  36. UnityJackT

    UnityJackT

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    Hiya, the project and assets were created to help users learn and understand how to develop in VR and should be treated like a sample project for prototyping. However the framework we use (XR interaction toolkit) can used for your own commercial projects to help kick off your VR development! :)

    Thank you!
     
  37. apo0o0o

    apo0o0o

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    ok
    i understand how the master controller script works, but can i use it in my products?

    are there other possibilities for having teleport and direct interatcion with the same controller?

    thanks!
     
  38. soleron

    soleron

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    I have a WMR VR headset and it doesn't look like it is supported. :(
     
  39. soleron

    soleron

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    Is this a yes or a no?
    The user didn't ask about the framework, but the solution shared as an example in this project.

    This is exactly what Unity is missing from the base package.
    A drag and drop teleportation and interaction solution that everyone could use as a base.


    Even of this is a no,
    I strongly suggest you distribute a similar system as prefab with the new XR framework.
    One of the reasons many architects move to Unreal is because unreal offers exactly that.

    They load their building, fix lighting and materials and after setting up the floor collision they can create VR scenes easily for their customers out of the box without having to search the Marketplace for hours and buy assets that do not work.
     
  40. Aurore

    Aurore

    Director of Real-Time Learning Unity Technologies

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    It's a yes, for context you can use XR Interaction Toolkit to build something yourself in your own projects, our steps teach you how to set these up.

    While we're not on the team that built the feature, I know it is designed to do much of the heavy lifting for common VR implementations like teleportation.
     
  41. alexchesser

    alexchesser

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    I don't have a WMR headset myself - but have you tried following the oculus setup steps and swapping in the windows XR plugin instead?

    upload_2020-3-4_10-26-6.png

    then make sure you don't switch to android

    upload_2020-3-4_10-28-38.png

    not sure if it will work for you, but probably worth a try.
     
    soleron and DigitalIPete2 like this.
  42. adriansotov

    adriansotov

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    If you hit play to test the experience are you supposed to see it in your headset? I have a quest with a working link cable attached and its not showing the experience. According to the oculus app everything is ok, link is enabled everything working fine except the preview.

    Any ideas?
     
  43. apo0o0o

    apo0o0o

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    Good day everyone!
    what is the best practice for having teleport and direct interaction with XR?

    thanks for your help :)
     
  44. UnityJackT

    UnityJackT

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    Hey, make sure your headset is in developer mode (Using the Oculus app on the device you used to set your headset up) and try manually restarting using the button on your headset. Hope this helps, thanks.
     
  45. apo0o0o

    apo0o0o

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    maybe I'm wrong the question?
     
  46. adriansotov

    adriansotov

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    Hi! it was, I manually restarted but didnt work. Any other suggestion?
     
  47. DigitalIPete2

    DigitalIPete2

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    You could build it to the Quest?
     
  48. adriansotov

    adriansotov

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    Yes, I can build it generating the APK, no issues there.

    What I cant is preview it on the headset while connected through link. Any ideas?
     
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  49. JacekMackiewicz

    JacekMackiewicz

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    Hi! With the Oculus App located on your PC, is there a blue warning displayed towards the top of the app recommending you to update your Quest? That could be a reason for the system not working (even if your Quest doesn't present you the option of updating).
    In addition, make sure you're not on the Public Test Channel for your Oculus App. You can check this by going to Settings > Beta > Public Test Channel and turning the PTC off. These experimental features could be preventing your Link from working correctly.

    Otherwise make sure that all your Unity settings are set up correctly - do not follow the Quest build settings as these would change your game to work with Android (Quest natively) rather than with PC (Quest + Link).
    Good luck! :)
     
    UnityJackT likes this.
  50. adriansotov

    adriansotov

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    Thanks so much. After checking the issue was the Oculus Loader was only installed for Android. I added it to PC and it worked.

    Thanks everyone for the help.
     
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