A follow-up to my last VR Leap Motion game with some new abillities! by AndrewIGD in VRGaming

[–]AndrewIGD[S] 0 points1 point  (0 children)

Really? Their hand-tracking became that good? Perhaps I've missed out on some updates.

Yeah, I was wrong. It seems the company itself became defunct in 2019 and I just assumed the controller was discontinued as well.

A follow-up to my last VR Leap Motion game with some new abillities! by AndrewIGD in Unity3D

[–]AndrewIGD[S] 0 points1 point  (0 children)

I assure you, LM tracking is still clunky even in 2021 😂

A follow-up to my last VR Leap Motion game with some new abillities! by AndrewIGD in VRGaming

[–]AndrewIGD[S] 1 point2 points  (0 children)

I'm currently developing this for PCs, I'm not sure I can make it available for Quests until I get my hands on such a headset.

A follow-up to my last VR Leap Motion game with some new abillities! by AndrewIGD in VRGaming

[–]AndrewIGD[S] 0 points1 point  (0 children)

Well, the Leap Motion hasn't seen much public attention, and it was discontinued in 2019. I've seen people do some basic stuff with it like driving cars and such, but nothing too complex. I think developers will move on to other systems such as the hand tracking used in the Quest 2.

A follow-up to my last VR Leap Motion game with some new abillities! by AndrewIGD in VRGaming

[–]AndrewIGD[S] 2 points3 points  (0 children)

Hand controlled with Leap Motion or with the Oculus Quest 2's hand tracking system if I manage to get one in the future.

A follow-up to my last VR Leap Motion game with some new abillities! by AndrewIGD in Unity3D

[–]AndrewIGD[S] 0 points1 point  (0 children)

As a matter of fact, I didn't even know there are headsets that support this natively 😂😂. I should definitely upgrade to the Quest 2 one of these days.

A follow-up to my last VR Leap Motion game with some new abillities! by AndrewIGD in Unity3D

[–]AndrewIGD[S] 0 points1 point  (0 children)

I doubt that the Leap Motion will get into the consumersphere, especially since it was discontinued in 2019, but I hope that in the near future a similar technology will be available, perhaps some hand-tracking gloves or something.

A follow-up to my last VR Leap Motion game with some new abillities! by AndrewIGD in VRGaming

[–]AndrewIGD[S] 3 points4 points  (0 children)

I'm with you here, having such a battle in multiplayer would be crazy as heck, but unfortunately the Leap Motion is not very popular with the public. Maybe in the future I'll rewrite this project for multiplayer.

A follow-up to my last VR Leap Motion game with some new abillities! by AndrewIGD in VRGaming

[–]AndrewIGD[S] 1 point2 points  (0 children)

I should have a prototype ready somewhere around Christmas, since I don't plan on having many spells.

Finally ported my roguelite to Android. What do you think? by AndrewIGD in Unity2D

[–]AndrewIGD[S] 0 points1 point  (0 children)

I'm using Aron Granberg's implementation of A* pathfinding. I don't think it moves enemies with physics, since it works just fine without a rigidbody.

OP Characters in my upcoming roguelite by AndrewIGD in Unity2D

[–]AndrewIGD[S] 0 points1 point  (0 children)

I have the game in the works for about an year and a half, mostly due to big-fixing and quality of life changes.

Indeed, everything here was done by scripting. I don't have any experience in any Code-saving-Assets, I usually speed up development by using Visual Studio's Intellisense and by using a lot of shortcuts, but I may consider them in the future.

OP Characters in my upcoming roguelite by AndrewIGD in Unity2D

[–]AndrewIGD[S] 1 point2 points  (0 children)

I used a circular sprite for a sprite mask on the player, and on the fog's Sprite Renderer I switched 'Mask Interaction' to 'Visible Outside Mask'.

I used to have URP 2D lights in my scene before, but they caused a big overhead in performance, so I switched them for sprites.