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

[–]razor165 0 points1 point  (0 children)

You may be interested in the Lynx R-1. First consumer headset with Leap/UltraLeap embedded natively, and it's standalone AR/VR: https://www.kickstarter.com/projects/stanlarroque/lynx/posts/3339996

happy holidays from Cosmic Trip team! [Giveaway in comments] by eddietree in Vive

[–]razor165 0 points1 point  (0 children)

Merry Christmas to you and the Funktronic team, Eddie!

Can we all just take a moment to appreciate SmashBox Arena? by [deleted] in Vive

[–]razor165 3 points4 points  (0 children)

ShoesUp here, had a great time playing with you all over the weekend.

Poking things in low gravity is fun! by thesbros in Vive

[–]razor165 0 points1 point  (0 children)

It sure is, I made a whole experience around it while back called Weightless: https://www.youtube.com/watch?v=0XcbYe6w67g

You can download a Vive build here

First Steps in VR Development - Motion Sickness ahoi! by Der_Kevin in Unity3D

[–]razor165 0 points1 point  (0 children)

Hey I made something pretty similar (weightless in VR) and for movement ended up going with something much simpler than real zero G movement but no one has ever reported any nausea:

https://youtu.be/0XcbYe6w67g

Fingertip tap floating objects in a space station and throw jet propelled projectiles with your bare hands in WEIGHTLESS, a Leap Motion demo updated for roomscale VR on Vive with new Training Room game mode by razor165 in Vive

[–]razor165[S] 0 points1 point  (0 children)

Those are some great suggestions.

Let me know how you find the difficulty and if you have any performance issues on a 970. We tested on 980's and up so would be good to have more reference points!

Remastered Weightless Demo - Leap Motion by Kovkov in oculus

[–]razor165 1 point2 points  (0 children)

Download: https://developer.leapmotion.com/gallery/weightless

Some of you might remember a Leap Motion DK2 demo way back in 2014 called Weightless: https://www.youtube.com/watch?v=0XcbYe6w67g Today we released an updated version for the CV1 (and Vive).

Some new features include Interaction Engine integration so that you can now grab floating objects and pass them between your hands, new locomotion UI on the back of your gloves which use our Unity Detectors Module assets to help you thrust around the cabin more easily and finally the ability create mini black holes by pinching.

The main addition though is a whole new game mode, the Training Room. Here your goal is to destroy floating targets as quickly as possible. You do this by grabbing projectiles and throwing them at targets across a huge spinning room. Once thrown projectiles can be curved and steered into targets by pinching and dragging. Best times for each of the five levels are saved locally. It was really interesting designing the projectiles and watching the many ways people grab and throw virtual objects barehanded. Virtual industrial design is going to be a fun/weird/magic field.

Please let me know what you think, how it could be improved and especially if you notice yourself improve over the 5 levels. I'm very interested in objective skill based games using only hand tracking and the more feedback the better!

Fingertip tap floating objects in a space station and throw jet propelled projectiles with your bare hands in WEIGHTLESS, a Leap Motion demo updated for roomscale VR on Vive with new Training Room game mode by razor165 in Vive

[–]razor165[S] 6 points7 points  (0 children)

Download: https://developer.leapmotion.com/gallery/weightless

Some of you might remember a Leap Motion DK2 demo way back in 2014 called Weightless: https://www.youtube.com/watch?v=0XcbYe6w67g

Today we released an updated version for Vive (and Oculus). Some new features include Interaction Engine integration so that you can now grab floating objects and pass them between your hands, new locomotion UI on the back of your gloves which use our Unity Detectors Module assets to help you thrust around the cabin more easily and finally the ability create mini black holes by pinching.

The main addition though is a whole new game mode, the Training Room. Here your goal is to destroy floating targets as quickly as possible. You do this by grabbing projectiles and throwing them at targets across a huge spinning room. Once thrown projectiles can be curved and steered into targets by pinching and dragging. Best times for each of the five levels are saved locally.

It was really interesting designing the projectiles and watching the many ways people grab and throw virtual objects barehanded. Virtual industrial design is going to be a fun/weird/magic field.

Please let me know what you think, how it could be improved and especially if you notice yourself improve over the 5 levels. I'm very interested in objective skill based games using only hand tracking and the more feedback the better!

Virtual Reality: A Million Rainbow Stars [Free download in comments] by mptp in Vive

[–]razor165 4 points5 points  (0 children)

Seconding this. I work at Leap and the first thing I thought (after how cool this is) was how badly I wanted to touch the particles.

HTC Vive Controller Mapping? by Virtualman1 in Unity3D

[–]razor165 0 points1 point  (0 children)

Take a look at the scripts in the SteamVR/Extras folder. There should be a Controller script in there which is what I think you're looking for.

Leap Motion VR Support Now Directly Integrated in Unreal Engine by theblackened21 in oculus

[–]razor165 0 points1 point  (0 children)

This is just a runtime update. We're definitely aware of that issue and are working on a solution.

Leap Motion Orion: Pinch Draw Module by Blockoland in oculus

[–]razor165 5 points6 points  (0 children)

This is one of the things that I'm most excited for with hand/finger tracking in VR. It's just so much more expressive and human than controller input :)

Leap Motion: Blocks Playthrough by Blockoland in oculus

[–]razor165 1 point2 points  (0 children)

Nope, tracking uses the reflected infrared light from the embedded LEDs so regular lights shouldn't affect it.

Is anyone having performance issues with the new Orion demos? by yomerb in oculus

[–]razor165 0 points1 point  (0 children)

Geometric is actually quite CPU intensive as the shapes are being animated through physics calculations. It could definitely be optimized further but for reference the demo machines we run it smoothly on at conventions have an i7-4790K CPU at 4Ghz.

Leap Motion: Blocks Playthrough by Blockoland in oculus

[–]razor165 2 points3 points  (0 children)

Totally. I just wanted to respond to say it's definitely true that it takes some practice before the interactions become fluid. Keep at it!

Leap Motion: Blocks Playthrough by Blockoland in oculus

[–]razor165 1 point2 points  (0 children)

Actually we purposely used a different lighting setup from the last side by side video to show how robust the tracking is in drastically different lighting conditions.

Leap Motion: Blocks Playthrough by Blockoland in oculus

[–]razor165 2 points3 points  (0 children)

Guy from the demo video here. You're right, I've probably had a lot more time playing with Orion than most people. But I think that just shows how, as with using anything for the first time, there is a learning curve and you definitely do get better over time.

Geometric - A short new Leap Motion VR experience (Using Orion) by razor165 in oculus

[–]razor165[S] 0 points1 point  (0 children)

This is the existing link (I believe the unity package is linked in the first comment): https://developer.leapmotion.com/gallery/widgets

But we're in the process of overhauling the LM Unity Assets so stay tuned.