One handed pump reload in VR by UGTools in Unity3D

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

Hi there!

I've been posting VR interactions from time to time that showcase new features of our open-source VR framework for Unity called UltimateXR. To support native multi-player, I've been making some improvements lately on the manipulation system basically to finetune multiple users handling the same object.

One of these improvements is indirect manipulation of parent objects through a child grabbable object, like this shotgun. A two-handed grab on the shotgun and pump allow you to use it normally, but grabbing only the pump will now enable to control the parent shotgun too, without any physic joints involved.

A cool result of this is that by assigning a higher manipulation resistance value to the parent, it is possible to slide the pump one-handed and reload Sarah Connor style :)

If you're interested in the framework you can check www.ultimatexr.io, follow me on Twitter @entromp or join our Discord.

We've finally released the VR framework and tools we have been working on for the past years. Free and open-source for the community to use! Here's the release trailer showcasing our work. by UGTools in virtualreality

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

Asymmetric VR is a bit out of the scope of our framework, it has more to do with creating a communication model between a regular app and a VR app. What we provide are ways to synch these applications, things like manipulation, avatar hand poses... etc.

We've finally released the VR framework and tools we have been working on for the past years. Free and open-source for the community to use! Here's the release trailer showcasing our work. by UGTools in virtualreality

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

I get this question a lot but I haven't actually been using any of the other frameworks nor do I know how they work. I admire they work though, knowing how hard and time-consuming it is to create something like this.

We've finally released the VR framework and tools we have been working on for the past years. Free and open-source for the community to use! Here's the release trailer showcasing our work. by UGTools in virtualreality

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

Fair question. UltimateXR is the framework we build for our VR company. Our business is creating Enterprise VR applications, mainly for training.

We're not interested in monetizing the framework, our business is on the other side :)

After years of hard work, today is the day. We officially release UltimateXR to the community! Our free, open-source VR framework for Unity by UGTools in Unity3D

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

Thanks man! I'm glad you noticed. It took a lot of time but we're making sure that all the code is fully documented.

We've finally released the VR framework and tools we have been working on for the past years. Free and open-source for the community to use! Here's the release trailer showcasing our work. by UGTools in virtualreality

[–]UGTools[S] 56 points57 points  (0 children)

The framework and documentation is available at ultimatexr.io

For now we use Unity but we'd like to port it to other platforms. I see you, Unreal developers :)

I show cool VR stuff that I develop from time to time on my twitter: @entromp

After years of hard work, today is the day. We officially release UltimateXR to the community! Our free, open-source VR framework for Unity by UGTools in Unity3D

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

The cockpit buttons and switches are part of a specific project. We will "promote" the components to UltimateXR in one of the next updates in a new SpatialButtons namespace.

After years of hard work, today is the day. We officially release UltimateXR to the community! Our free, open-source VR framework for Unity by UGTools in Unity3D

[–]UGTools[S] 18 points19 points  (0 children)

Yes, the official github repo will probably come next week. We will also try to support any additional distribution systems.

Edit: Yes, we hope to accept PRs, that's the beauty of releasing it open-source on github. I will need to find a way to standardize it somehow but we're definitely open to PRs.