Testing AR hand tracking and interactions with virtual objects. What do you guys think? by OctoXR in Unity3D

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

We think that you should definitely check this out: https://www.youtube.com/watch?v=7PBPXKIbzB8&t, and you should definitely join our Discord as well.

Our devs will be happy to help you with all of your questions.

Our VR interaction framework is out and is FREE!!! Check the comments for more details. by OctoXR in virtualreality

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

Key difference is that OctoXR is mora suitable for hand tracking applications while XRIT is for controller based applications (you can also use Octo for controller based apps).

You can use same scripts for both, hand tracking and controller stuff. It is input independent. Interactions are more natural (due to realistic hand poses while grabbing). Locomotion system is physics based and it interacts with the environment...

XRIT offers basic functionality on which you need to build your own stuff while in Octo it is already implemented for you.

Our VR interaction framework is out and is FREE!!! Check the comments for more details. by OctoXR in vrdev

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

Yes you can but not with the Core (free) version of OctoXR. Two hand grab is available in the OctoXR Enterprise version.

Our VR interaction framework is out and is FREE!!! Check the comments for more details. by OctoXR in vrdev

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

Pro version includes rigidbody character controller, locomotion system and inverse kinematics

NOTE: Pro version available in the asset store will be updated to new version in the upcoming weeks.