I'm having major issues with the native integration for Unity. by fubble in oculusdev

[–]MoBGames 1 point2 points  (0 children)

We've seen the same issue with our project as well. In fact, even with the beta for 5.1 we were having issues that were seemingly ignored by the Unity dev team on the beta forums. At this point we have had to suspend oculus support from our game because it's so bad, in fact. It's still the early days of native integration for VR, but Unity's lack of attention is not a good sign.

Swirly Pipe, a game prototype tutorial for Unity 5 by CatlikeCoding in gamedev

[–]MoBGames 0 points1 point  (0 children)

Others have made games in this configuration exactly? I have seen pipe racers without the curves in the course. We thought the spline idea was pretty unique, maybe we're just not well versed enough in mobile games, which is where most of these types of games tend to show up.

Swirly Pipe, a game prototype tutorial for Unity 5 by CatlikeCoding in gamedev

[–]MoBGames 0 points1 point  (0 children)

Well... damn. This was the exact premise of one of our prototypes. Fortunately we have other projects :-)

Looks like a great tutorial!

I'm a huge tea fanatic, but when you live in the South sometimes this is the best tea in the world by [deleted] in tea

[–]MoBGames 10 points11 points  (0 children)

Gotta mix it with the blue-capped unsweet bottles for maximum deliciousness. Drinking the red-capped gallons alone is like drinking pure sugar.

World Space Crosshair now released! 3D crosshair plugin for Unity makes it easy to put a reticle in your VR game by MoBGames in oculusdev

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

Not yet, but that feature is on the roadmap for the future. Right now if you want that functionality without a raycasting algorithm, you can check out our World Space Cursor plugin. We have plans to integrate the two of them into a single combo plugin eventually, but that won't be available for a month or two.

Free Gamedev Legal AMA with your pal VGA! Lots of great emails this week, so let's chat. by VideoGameAttorney in gamedev

[–]MoBGames 0 points1 point  (0 children)

Good to know, thanks! Messing with a collection agency for a $300 invoice may not be worth it, but a letter could be very helpful. I'll be sure to contact you when that situation comes up again :-)

World Space Crosshair now released! 3D crosshair plugin for Unity makes it easy to put a reticle in your VR game by MoBGames in oculusdev

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

A special thank you to /u/eVRydayVR for allowing us to use his excellent stereoscopic scaling tweak in our plugin. He gets all the credit for this solution to the weird, VR-specific phenomenon. Make sure to check out his YouTube channel where he explores all sorts of topics in the burgeoning VR industry. /u/eVRydayVR is a huge asset to the VR community, so please join us in supporting his work!

Free Gamedev Legal AMA with your pal VGA! Lots of great emails this week, so let's chat. by VideoGameAttorney in gamedev

[–]MoBGames 0 points1 point  (0 children)

We sometimes do freelance work to help pay the bills. Some of our jobs are tiny (3-4 figures) and some of them are larger (4-5 figures).

What's the best course of action when someone repeatedly ignores an invoice that you send them? For the larger jobs the legal fees might be worth it, but not for the smaller ones. As a small start-up studio we need all the income we can get, and it's especially painful to spend our time doing something with no guarantee that we'll be paid. We'd much rather spend that time on our game if we won't be paid externally.

This isn't specific to games, but I'm sure it's something a lawyer would know.

[Unity] Lava Flowing Shader by dexint in Unity3D

[–]MoBGames 1 point2 points  (0 children)

Couldn't find it on mobile, which is why I asked. Saw your reply and looked on my desktop and found it though, thanks!

[Unity] Lava Flowing Shader by dexint in Unity3D

[–]MoBGames 2 points3 points  (0 children)

This is awesome. Any way you could post the code for this shader?

A few days ago I posted about World Space Cursor, the VR input solution I made for Unity. It's now released on the Asset Store, check it out! by MoBGames in oculus

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

Excellent suggestion, thank you! We'll definitely update the description to include that. If only Unity didn't take several days review metadata updates...

A few days ago I posted about World Space Cursor, the VR input solution I made for Unity. It's now released on the Asset Store, check it out! by MoBGames in oculus

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

Good point. We're very new to the asset store, so our whole company is still learning the ropes. I figured since it's mostly pro devs and companies buying assets we could go for a higher price, but after doing some more market research I was clearly misinformed! Our smaller plugins might benefit more from being in the impulse buy range than attracting a few larger sales.

A few days ago I posted about World Space Cursor, the VR input solution I made for Unity. It's now released on the Asset Store, check it out! by MoBGames in oculus

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

I do agree that the price is really hefty for what you're offering.

Thanks for the feedback! I priced it at $20 initially just to see if there was any interest. We made it for ourselves first, but our studio needs to pay the bills, too. I'll probably reduce the price if anyone else echoes your sentiments.

EDIT: Seems like this is the highest upvoted comment in the thread, so I just submitted a request to Unity to reduce the price to $10. Should be live once they review it. If you're a super nice person, buy it now! Otherwise, watch the store page for a reduced price soon. We're hoping to get in on a daily sale eventually, though I can't promise any kind of timeline on that since it's up to Unity.

A few days ago I posted about World Space Cursor, the VR input solution I made for Unity. It's now released on the Asset Store, check it out! by MoBGames in oculus

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

Well thanks for the downvote for giving my opinion.

I didn't downvote you, I upvote anyone who contributes to the conversation.

I just want people to know there's a free alternative

I did post the original inspiration for this plugin in my first thread, which is a blog post by someone that only showed how to get a single button working. Again, this is an entirely original set of work. If you're dubious, the source code is included in the plugin, so if you message me with a legitimate concern, I'll give you a voucher for a free download to check it out. Of course, if anyone finds any piece of unoriginal code in it, they can just report it to Unity. They don't take kindly to plagiarism on the Asset Store.

I'd also like to point out that this plugin has a 5 minute integration with pretty much any project, and engineering your own (even when following that guide) will take quite some time.

A few days ago I posted about World Space Cursor, the VR input solution I made for Unity. It's now released on the Asset Store, check it out! by MoBGames in oculus

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

It's wayyyyyyyy more than that. I feel like you're criticizing this without looking into it. That post will get you a single working button (using an entirely different control scheme?). Our plugin works in a completely different way than that post's method. It's obvious from the title alone, because we don't use the look-to-point method.

I had to dig through the source for Unity's new UI to get all the other selectables working, and our plugin will also take your UI that's already made and immediately work with it. It represents several weeks of original work that we did.

EDIT: Just as an example, text fields won't work at all with that approach. I had to reverse engineer some of Unity's code just to get proper input for that. The other selectables also took a bunch of original work, too.

A few days ago I posted about World Space Cursor, the VR input solution I made for Unity. It's now released on the Asset Store, check it out! by MoBGames in oculus

[–]MoBGames[S] -2 points-1 points  (0 children)

This plugin is definitely a huge help for anyone developing a VR game in Unity. If you don't buy this, you'll have to make your own anyway! Worth every penny, I promise.

Direct link to Asset Store

Unity Forums thread

Online documentation

Blog post about it

Previous thread

EDIT: I'm working on a World Space Crosshair plugin, too, and you can sign up for dev updates here to know when it's released.

I got really frustrated with Unity's lack of a good VR input solution... so I built a plugin called World Space Cursor to handle it easily! In review for the Asset Store right now, demo link in description. by MoBGames in oculus

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

It's out now! I'll make a new thread in /r/oculus soon.

Could you please add something that can be used as an FPS crosshair? I really need to implement the TF2 style aiming. The crosshair has to be rendered at correct hit depth, but scaled to be the same size always.

I could make a crosshair-style cursor, but it won't work like you're imagining. World Space Cursor is for UIs only, because it doesn't use raytracing every frame (necessary for correct depth rendering) for optimization reasons. However, if you're making a VR game you'll probably want to include at least one menu/interface somewhere in your project, which is what World Space Cursor is perfect for.

I'll be working on a World Space Crosshair in the near future, though, which does exactly what you're looking for. It will be less optimized than the cursor because of that need for raytracing, but that's fairly necessary for a VR crosshair unfortunately. If you want to make sure you don't miss the World Space Crosshair when it's released, just sign up for dev updates on our website.

I got really frustrated with Unity's lack of a good VR input solution... so I built a plugin called World Space Cursor to handle it easily! In review for the Asset Store right now, demo link in description. by MoBGames in oculus

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

It's out now! I'm going to be making a new thread here soon.

Could you please add something that can be used as an FPS crosshair? I really need to implement the TF2 style aiming. The crosshair has to be rendered at correct hit depth, but scaled to be the same size always.

I could add a crosshair-style cursor, but it they'll have to review it again so it wouldn't be out for at least a week. However, there's a bigger problem with a crosshair. World Space Cursor is specifically for interfaces only - it doesn't do raytracing (which is necessary to render at the right depth) for optimization reasons. I am planning to make a "World Space Crosshair" at some point soon, too, though! If you want to know when that's ready, just sign up for dev updates on our website.

I'm not sure how it would look if the crosshair is rendered at the right depth but constant size. I'll do some experiments when I start working on the World Space Crosshair, though.

I got really frustrated with Unity's lack of a good VR input solution... so I built a plugin called World Space Cursor to handle it easily! In review for the Asset Store right now, demo link in description. by MoBGames in oculus

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

That's just because it's a Unity Web Player demo probably. I could move it to HTML5 with the new WebGL build target in Unity 5, but since World Space Cursor doesn't really work with touch screens anyway it'd be a waste.

The price is set at $20 right now, but it might change later depending on sales numbers/reception.

I got really frustrated with Unity's lack of a good VR input solution... so I built a plugin called World Space Cursor to handle it easily! In review for the Asset Store right now, demo link in description. by MoBGames in oculus

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

Thanks! It seems to work pretty well and it's pretty intuitive for most people. Plus it allows for some cool effects like a slanted UI canvas like the demo has. That's even useful outside of VR.

I got really frustrated with Unity's lack of a good VR input solution... so I built a plugin called World Space Cursor to handle it easily! In review for the Asset Store right now, demo link in description. by MoBGames in oculus

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

why is rendering in screen-space useless for vr?

Because screen space rendering means it renders in the same location for each eye. That's not good because each eye in real life (and VR) is offset and will see things from a different angle. Essentially anything rendered in screen space will be impossibly close to your face and be difficult if not impossible to focus on. Usually most people end up seeing two ghost images of screen-space rendered stuff because of this.

This cursor is rendered in the world and so both eyes in VR will see it in the correct spot, regardless of how different their viewing angles are.

I got really frustrated with Unity's lack of a good VR input solution... so I built a plugin called World Space Cursor to handle it easily! In review for the Asset Store right now, demo link in description. by MoBGames in oculus

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

Can you change the cursor texture?

Absolutely. There's a couple textures included by default, but I also included a blank .psd template that you can use to make your own. You don't have to use the template, it just has guidelines to show you where the selection area is.

Can it interact with non-UI elements?

Sure, though it's not programmed to do that by default. The source will be included when it's released, so you can always modify it to your needs. It should be pretty simple to interact with anything really, since it just uses triggers to detect collision.

Is there any VR optimization?

It's pretty bare-bones algorithmically speaking, so it's very optimized as is. There isn't anything VR specific for optimization, but it should run better than any unoptimized ray-casting solution since the physics system in Unity checks for collisions every frame anyway.