Unity3d 5 Direct Input - unity3d

I have an issue in Unity3d v5 where my joystick does not work as intended, When i plug in the joystick, moving it right from the center, gives me -1 and up to 1.
Keeping it completely center, gives me 1 and moving it left gives me 1 (so no change in value moving stick left.
From what ive read it has to do with using RawInput and not using DirectInput.
I have read a post where someone suggests using a registry change to force unity to use directinput. But it does nothing for me using unity3d v5.
Can anyone please help me, because i am completely stuck on this and getting this joystick to work is essential for my game :)

It's very difficult to find any information about this issue from an official Unity source, but take a look at the answer here: Joystick not working
And follow through the threads referred to there. The upshot of this all is that RawInput is all you can rely on for joystick input, on windows. The best solution to this problem I can think of is runtime calibration in your game/app. If you don't care to implement that yourself, there are 3rd party options such as this one, that integrate with Unity: cInput 2
I am running into this same problem with my Unity projects, and my plan is simply to present joystick users with the option to calibrate. You could save the calibration settings so the user doesn't have to calibrate every time the game is run. Not ideal, but again the most realistic solution to the problem I can come up with.

Related

How to make my cinemachine stop from shooting into outer space?

Im learning game developing and am now entering the camera follow subject, scrolled through a few tutorials and learned that I need a unity built-in utility called the Cinemachine, the concept seemed easy and I was pretty excited about implementing the cool camera following mechanism, but somehow, whenever I set my cinemachine follow target to the player(after adding the pixel perfect extension), it just keeps shifting my players coordinates, whether it being the x y or z ones, once it starts it cant even be stopped, as the only solution was to keep spamming CTRL+Z and reset it...(making a 2D game btw)
I tried changing some of the tags or changing the following target but all to no avail, even with other components, as long as I made it follow smth it would just disappear literally...
Expected some changes pr at least an improvement if I put other settings, but yea, sadly it didnt work

Hand animation supported by OVRHandPrefab in Unity (Oculus Quest 2)

I am new to Unity and trying to get basic hands working in terms of being able to see the hands and having them move in accordance with my own hands (preferably using controller, which I know has limited control over what it can detect hands are doing).
I configured OVRHandPrefab as shown in this article, but I do not see the hands. I have tried using with my (physical) hands only as well, but I don't see the hands. I tried disabling hand-tracking support, but that didn't help either.
I've tried all the options in "Hand Tracking Support" in OVRCameraRig
and am using the default values for the two OVRHandPrefab objects except for changing one of them to match the right hand (since left hand seems to be default).
I also tried using the OVRCustomHandPrefab_L and ..._R, but while I do see the hands they don't animate at all in accordance with me pressing buttons or triggers. I'm not sure if these prefabs are supposed to animate out of the box though.
If anyone can suggest any troubleshooting suggestions or any steps where I can get basic animated hand models working, I'd appreciate it.
I'm using Unity 2020.3.18f1.
Use the OVRCustomHandPrefab_L and ..._R and click "automap bones" button under OVR Custom Skeleton for each one.

Hololens 2 Gaze cursor not executing buttons

We're working on Hololens 2 and have created our own Button design, where we followed a MRTK Tutorial.
Now sadly we cannot execute the buttons using the Gaze-cursor in Hololens 2.
We are using our own Configurationprofile, but the same is valid when using the defaultHololens2configurationprofile.
Also there is a weird behaviour (Valid for both profiles mentioned before): When starting the app the Gaze-cursor is visible, the moment my hands are recognized the gaze-cursor disappears (all good until now), but when I move my hands behind my back the gaze-cursor doesn't appear anymore.
Does anybody have a similar problem, knows how to solve it or has observed something similar?
We are using:
Unity 2020.3.6f1
MRTK 2.7.0
All XR Packages up to date, except XR Plugin Management 4.0.1
Here some screenshots which components our buttons have attached:
Cheers and thanks for the help
The reason is that MRTK is currently designed in a way that at a distance hand rays act as the prioritized focus pointers, so the eye gaze is suppressed as a cursor input if hand rays are used.
If you want to use both eye focus and hand rays at the same time, please follow this documentation:Use hand rays and eye-gaze input together. However, in this way, voice command will be the only method to interact with the hologram which focusing on.
Besides, if you want to support a 'look and pinch' interaction, you need to disable the hand ray according to this document:How to support look + hand motions (eye gaze & hand gestures)
I filed the following GitHub issue and it's being investigated - "Select" voice command does not fire the appropriate events when using OpenXR on HoloLens 2

ocean simulation in Blender vs. Unity3D

I want to make an ocean simulation that is physically accurate.
The height and speed of the waves should be controlled by the keyboard at runtime.
In the ocean, there needs to be a boat that either moves along a path or is controlled by the keyboard.
So far I have made this simulation in Blender:
https://youtu.be/LJ6ncxv-k7w
The problems are as follows:
1. There is no collision with the ocean
2. There are no controllers for the boat's movement
3. I am able to control the waves, but not at runtime
I thought about switching to Unity because the user interface is obviously better, as it is a game engine. I do not want to use Blender's game engine as its future is uncertain at this point.
After reviewing the various Unity water simulation plugins, I came to these conclusions:
1. the buoyancy is great in most of them, such as in Aquas and SUIMONO
2. None of them seems to offer a physically realistic collision with the boat.
3. they do offer wave height control, but not much else as far as wave properties go.
4. Some of the plugins can be combined to get closer to satisfactory results.
My question is:
Should I go with Unity completely?
It seems perfect for my user control needs, but the plugins are lacking in the collision aspect. I came across this video, but no tutorial: https://www.youtube.com/watch?v=T0D_vrYm4FQ
Even if there was one, how could I combine it with the plugins?
Is there a way to build the scene in Blender and then import it into Unity?
Would I be able to control the waves and boat after importing them?
Thank you very much for your time and knowledge.
if you really means an ocean, i suggest you to check out NVIDIA WaveWorks. it's a C library and doesn't have an officially integration with Unity3D, but since you go this far for it, i guess maybe you'll have enough courage to trying make it into a useable plugin yourself.

unity3d - Camera jittering?

For some reason when I run my game the camera which follows the player has a slight jitter to it. If I watch the transform the Y position values are fluxuating and the rotation is affected aswell. I can not think of any reason for this to be happening other than maybe having more than one camera as my water comes with a 'reflection camera'. I am using basic unity packages, and even when rewriting the camera follow script, the problem still occurs.
I know there is not much to go on here, as the code is minimal for this issue(using 3rd person controller and camera components). I hope someone has had this error in the past and fixed it or knows enough about unity to help me out here because im lost.
Much appreciated
EDIT
Dont know if animations could be effecting it but I thought id mention my model has animations
To resolve your problem. Click Assets->Import Package-> Characters Uncheck everything Execpt. SmoothFollow.
Drag Smooth Follow to your Camera. Drag your Character to the Target from Smooth Follow Script.
If this doesn't fix the issue. Try to remove your own script.