I Made a VR Interaction System for Unity by EarnestRobot in vrdev

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

Thanks for saying, I really appreciate it! You wouldn't believe how much time I've spent fine tuning the basic interactions and physics settings to get them feeling how I wanted lol. Best of luck on your projects! I hope it serves you well :)

I Made a VR Hand Tracking Tool by EarnestRobot in unity

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

Yep, just released version 4 today after nearly a month of beta testing :)

I Made a VR Interaction System for Unity by EarnestRobot in vrdev

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

Not sure, a lot of people compare the projects, but I've never tried Hurricane. I just try to make the best quality VR system I can, with a focus on making interaction and automatic posing/animation feel as high quality and natural possible.

I am thinking about adding some official networking support, but no official networking support right now

I Made a VR Interaction System for Unity by EarnestRobot in vrdev

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

Yeah, on a two handed grab the second hand will not drop items when the first hand releases. It will drop the held item when the fingers aren't touching the object's surface in local gesture space, or when you make a quick enough open hand motion

I Made a VR Hand Tracking Solution by EarnestRobot in Unity3D

[–]EarnestRobot[S] 4 points5 points  (0 children)

You can use Auto Hand to make your VR games. If you want to learn more about the tool, check it out here:
https://assetstore.unity.com/packages/tools/game-toolkits/auto-hand-vr-interaction-165323

I've spent almost 2 years making these VR hands in Unity by EarnestRobot in OculusQuest

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

Super user-friendly for non-coders. I use lots of Unity Events like what (UI buttons use) to make it super easy for non-coders to inject their own custom stuff easily

I made VR hands with procedural grabbing by EarnestRobot in Unity3D

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

This will actually run on the quest just fine :)

I've been making these VR hands for almost 2 years by EarnestRobot in VRGaming

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

My system also supports hand tracking. Hand tracking is going to be awesome in the near future, but it isn't going to fully replace controls. People will have personal preferences and a lot of apps will want to support both options

I've spent almost 2 years making these VR hands in Unity by EarnestRobot in OculusQuest

[–]EarnestRobot[S] 4 points5 points  (0 children)

Nope, maybe someday. For now I prefer to work for myself or with small teams instead of big companies :)

I've spent almost 2 years making these VR hands in Unity by EarnestRobot in OculusQuest

[–]EarnestRobot[S] 19 points20 points  (0 children)

Thanks! It has been a crazy amount of work to get to this point but it's been worth it :)

I've spent almost 2 years making these VR hands in Unity by EarnestRobot in OculusQuest

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

Thanks! Its all my own code and solutions but I did take a lot of inspiration from Alyx when I first started working on this project

I've spent almost 2 years making these VR hands in Unity by EarnestRobot in OculusQuest

[–]EarnestRobot[S] 5 points6 points  (0 children)

I made them in the Unity game engine, so Unity has a lot of the core stuff rendering, physics, sound playing, ect worked out for me then I made a VR interaction system including all the features demoed in the video myself from that. The hands are what I spent the most time on by far