Hi just wondering if you will be adding like a combat system or enemies to shoot at?
VR Interaction Framework
A downloadable game for Windows and Android
This is a sandbox demo for the VR Interaction Framework developed for Unity3D.
This demo scene is included in the asset package.
Some of the features include :
- Physical Grabbing and Throwing of objects
- Buttons, Levers, Sliders, Drawers, Joysticks, and other physically activated objects
- Bow and Arrow Physics (Arrows can be picked up and reshot)
- Gun loading / charging. Can insert and remove the clip from a pistol.
- Hand Jet (like a jetpack, but in your hands!)
- Grappling Hook mechanic
- Slow time
- IK Arms and Body
- (Very) Basic Hand Tracking support
- Snap Zones
- Two-Handed Weapons
- Lots more!
- Hold X to slow down time
- Click down the Left Thumb Stick to toggle between Teleport and Smooth Locomotion
- Hold Left Stick in a direction and release to Teleport
- Click down the Right Thumb Stick to toggle between hand models
- You can pick up most items with the Grip key
- You can grab an arrow from the bow using the trigger button near the middle of the string. You can also grab arrows off of the table, and reuse any after they have been shot
- The demo pistols must be manually reloaded. Insert a clip into the pistol and chamber a round in by pulling back the slide. You can also use the controller buttons to eject clips and release the slide instead of manually grabbing them.
More features to come soon! Please let me know if you come across any bugs or would like to see anything in the next update.
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Adding a simple combat/sword/stabbing system would be great!
- For enemies to shoot at, you want to look at third part AI assets. Making a crappy AI with limited time and resources would not be good use of a VR framework dev's time. Making sure your frameworks weapons support damaging and taking damage from third party asset AIs, however, IMHO is a good use of time. And VRIF already has damage integration with Emrald AI and Invector's FSM AI. So, BNG has that covered.
- Yep, I agree with the Melee combat system part. I think stabbing/puncturing should be implemented. As for Melee combat with AI, integrations for Melee interactions with third party AI like Invector FSM AI would be nice
I'm having the same issue as king pie, also an index user. I can look around but none of the controls except the grip button and physically gripping work for me, and the hands are angled a bit up since index controllers have a different level angle. I'd love to buy this if it can get some love for index users. These systems look incredible and as a person just getting into VR dev, I'd love to make something with it!
Hey there! I've been a bit busy lately, but I will work on updating the demo to work with the Index. I haven't updated the itch.io build in a little while, though in general you can use the Index with the framework. And yea, you're right - you Index users do need some love. I'm on it!
Thanks so much! I ended up getting it anyway, cause luckily I still have my vive wands. This is just icing on the cake! Thanks for taking the time out of your day to address this. Means a lot!
this demo doesn't work at all for me. almost none of the controls work and there is no locomotion. I've been looking at this addon for a while and would love to use it if i could fix this. i use an index by the way.
Can you also give instructions on how to enable dynamic foveated rendering or Fixed Foveated Rendering. The performance was not good in the demo and I was unable to understand why, but then realized that DFR or FR might not be on.
Edit: Found docs for this https://developer.oculus.com/documentation/unity/unity-fixed-foveated-rendering/
But don't know where to put the variables
OVRManager.fixedFoveatedRenderingLevel = FixedFoveatedRenderingLevel.High; // it's the maximum foveation level OVRManager.useDynamicFixedFoveatedRendering = true;
My bad, it seems I've been mistaking my Quest 1's low 72FPS refresh rate which causes me nausea as low FPS due to the game all along. My money's wasted on the damn thing. I can't play it because of the nausea. This doesn't happen with my 90FPS HTC Vive. I can play games perfectly fine on my Vive without nausea.
Moral of the story: Don't get a Quest 1 even if it's like 100$ or 50$.
Though I had to pay 650$ because of tax to get this junky Quest 1.
Can you make a tutorial or docs on how to make a 3rd party gun model compatible with this asset. For example you could try making a tutorial on how you make one of the existing gun models functional with this asset from scratch or you could show how to make a gun model from a free asset compatible with this asset as a functioning gun.
Here is my feedback as a HTC Vive Player.
Don't assume the grip on a Vive Wand works the same way it does in Oculus Touch.
HTC Vive grips are very hard to press and can be painful to hold. So, you wouldn't want the player to keep holding the grips to hold an object unlike in Touch controllers. Since the player would need to exert a lot of force and is going to have pain in the finger.
On Vive if you want to hold an object and release it as soon as the player releases the input, you'd want to use the trigger. You use grip only when togglling drop or pickup. Using it to hold an object as long as the grips are pressed should never be used since the grip is too hard to be kept being pressed for a long time.
I assume you don't know about the fault in Vive Wand grips since you don't own one. But most games use the above mentioned method in Vive instead of the one you're using. Infact Recroom doesn't use grips for holding at all. It only uses it for rotating. It uses trigger for holding and pickingup and the menu button for dropping.
I would recommend using grip for toggling picking up and dropping and for objects that need be held as long as the input is held like those physics blocks use trigger. I guess you'd need to implement pickup and hold and drop systems. Where pickup keeps holding the object as long as drop is not pressed, drop drops a held item and hold holds it as long as the trigger is pressed. This I guess should only apply to the Vive wands and not other systems since Oculus Touch it is very comfortable to hold using the grip.
Yes, excellent points! And there is actually a toggle / hold to grip option, and you can even specify if you want to use grip or trigger on a per item basis (the grapple gun uses toggle, for example). The problem is that there isn't (yet) a way to say, "Only use toggle to hold this item if this is an HTC Vive".
Another good example is teleport. On an Oculus Touch you can hold the thumbstick forward, then release to teleport. On a Vive, there's a trackpad, so that doesn't really work. I have it setup now so that on a Vive you have to press / click down the trackpad to initiate the teleport, then release to confirm. But now that means you can't use left stick click to cycle through locomotion modes like you can on an Oculus..
Anyways, thanks for the feedback and pointing that out. I will have to consider how to implement this. Maybe a "Use Toggle if Vive" setting or something like that.
Hey would you be interested in a tester to seek out all bugs and there is only one thing I would want and it is not money it is this unity package
Looks promising this!! Would it be possible to add open and close draws, open and close doors please?. Trigger area maybe so a sound etc plays? Quiz system for VR would be cool
I'm working on drawers and doors at the moment :)
If anybody has an HTC Vive, or Windows Mixed Reality Headset, please message me as I could use a bit of help testing this on those devices. Thanks!
I have a HTC Vive
Hey bud, I use Windows Mixed Reality headset: Lenovo Explorer, and would love to assist!
HTC Vive with additional Index controllers. Tried the current demo and it's non-functional. It renders to HMD and motion is tracked and I can switch hand models... but that's it. I'll be a tester if you need one, but in return, I'd want a voucher for the asset store copy. Asset looks promising regardless.
Thanks for letting me know! Valve is working on adding OpenVR support for the knuckles, so hopefully should be able to add support for that real soon!
This looks really sick! I'd love to see these physics implemented into a full Quest game!
very nice work, I installed last night,, works great, I see two bugs,
1. facing robot, turn my head, the robot not turn head, but turn both arms,
2, back facing robot, waving arms, turn head look at robot, sometime the robot's arms are stuck inside the body.
nice to have a reset button on the table.
I can help testing too, I can test using different version unity, god knows how many different versions I got installed.
Awesome! Thanks for the feedback - very helpful! And I agree a reset button would be useful. I will add that to the list.
And also just fyi, I setup a forum post here : https://forum.unity.com/threads/released-vr-interaction-framework-for-oculus-quest.817614/
I think that would be a good spot to post asset updates, answer questions, post code snippets, and things like that. I'll post that link on the asset page for easy access.
This is great! Are you using Oculus Integration for this? If so - which version? What's the latest Unity version that this will work on?
hi there! Yes, this uses Oculus Integration. The Grabbing / Grabbable mechanic is a custom solution, but the Oculus SDK is used for things like playspace tracking, camera movement, hand tracking and things like that. I've tested this on Unity 2018 and 2019 and all works fine there.
The only thing you may need to do is upgrade the included the materials if you're using the LWRP . Otherwise some of the textures will be bright pink.
hey! let me know if you need a beta tester fo the framework
Definitely! I'll be uploading a new build soon, and hoping to get on asset store asap. I welcome the assistance! I'm definitely looking to keep extending this and have some interesting features in the works.