I’m still kinda new to vr development, but ive had 5 years worth of unity expierience, and I, for the life of me, cant find how to turn this off. When you import the steam vr plug-in and add the player prefab, the hands move smoothly from position to position. Not like its lagging behind and trying to catch up. but like the actual position of the hands is being lerped to the controller tracking point. is there any way to fix this? also im sorry for any mispellings I didnt catch. I am mildly dyslexic.
I had the same issue and couldn’t fix it. They’re physics based.
I personally stayed away from any proprietary backend, and ended up using OpenXR with XR Integration for better support and more controll (and more work on some parts).
I also ise VR Interaction Framework for some projects
thats fair, but unless theres someway to get the game to run and work with virtual desktop withough using steam vr im kinda stuck, is there any way go get that to work?
i must be doing soemthing wrong, then bu ti dont know what.when i test eh app in unity or as a standalone build the app opens but unless i use occulus link it just opens up a window that says “Cant open app, to use this app you’ll need to set up mixed reality.”
It probably tries to start windows mixed reality, which doesn’t work with oculus afaik.
You can try to install steamvr, that should fix that issue.
OpenXR does not get rid of the runtimes on a target PC, it just makes sure all of them are supported out of the box
thansk for the tips, bu ti have steam vr installed, and when try and run the game through steam vr, the rendering jsut stops working entirly and no input is detected, even on
a blank project with just the basic openxr rig