- Keep all of your objects at a 1:1 scale. If you were to scale a cube to 1, 2, 1, then remove the box collider and recreate it in a parent object that has a uniform scale. Otherwise weird things can happen with physics objects, such as floaty gravity, objects that fly out sporadically, and other glitchy behaviour.
- Play with adjust your Physics Timestep (Project Settings -> Time -> Fixed Timestep) to something such as
0.01388889
or 0.01111111
. Physics may not run as fast as your framerate, so you may want to adjust this to the headset you are targeting.
- There is an object highlight script included, but it is not enabled by default as it has poor performance on the Quest. For Rift, you can enable this by enabling the "OutlineCamera" object in the CenterEyeAnchor
- Move linearly to increase player comfort. Acceleration can cause motion sickness.
- Having a button to slow down time can give you some extra time to see how physics objects are interacting and debug any issues with joints or other behaviours.
- Use VRUtils.Instance.Log(“Message Here”) to log information to the menu attached to your characters hand. This can be a helpful way to see Debug information without having to take off the headset.
- If you are getting weird eye level positions on the Quest, make sure that "Floor Level" is checked under the OVRCameraRig.
- You can use the Oculus Link to Debug the Quest from within Unity. Just make sure the "Oculus Desktop Package" is added and you have the Oculus app installed. You can also use an app such as Virtual Desktop, which will let you connect wirelessly through SteamVR.
- If all of your materials are pink, then you are probably using a newer Render Pipeline and need to upgrade your project's materials : Edit -> Render Pipeline -> Universal Render Pipeline -> Upgrade Project Materials
- If you are finding your held objects collide with your player capsule, set your "Player" physics layer to ignore the "Grabbable" layer (Project Settings -> Physics -> Layer Collision Matric). This way objects will pass right through the player capsule. If you still need some sort ofplayer collision, add hit boxes on a separate layer - i.e. for the head.