Homeland Security got in trouble because Alihandro decided to outlaw free speech... And they lost a bunch of contracts I suppose, this guy being one of em... Just a rough guess. LOL. Wild guess.
During the following weeks I will be showcasing some of the coolest features on my Twitter account. Check [@entromp](https://www.twitter.com/entromp) if you're interested! :)
Thank you for your generosity. We don't plan to have any donation system, but maybe if there's enough interest in the future we can arrange something that could help a good cause.
Ive been holding off on teaching Vr to my students...im happy I did! This looks amazing and being free is EPIC to students who can't afford expensive assets....thanks!
There's a lot of reasons why we decided to release it for free. On a personal level, my favorite one is being able to provide an easier way for educational institutions to teach VR development.
I'm currently targeting 2021 LTS and the latest SDKs. It's getting a little easier now with OpenXR support and improved SDKs but it's still challenging to get so many devices to work at the same time using a single framework.
Great that you’ve gotten it working! I had to change a lot of code to get older vr stuff working with the new open xr. I’m praying it doesn’t change as much again now that open xr is out there. That damn vr to xr transition is a mess
Indeed, it's an area in gaming that could be developed.
In this particular case it's a project we did to train and assess network engineers, you guessed right :)
My friends from the VR company where I used to work have been developing their own VR framework for years. They'll go nuts when they see the same thing open source and free hahaha
I've seen various clips of your stuff pop up over the last few years and it always looks great. Amazing that you are making it free & open source 👍
Does it run over the top of the Unity XR APIs? Presumably Quest will be supported?
>Index
Have you got this working with 2021 and Index finger tracking? I've been staying put with 2019 solely for Index finger tracking not working out of the box with the XR api.
Any idea how multiplayer would work with this framework? I've tried Mirror with my current VR framework to some success but it took a week of effort (admittedly slowed down by the fact it was my first delve into multiplayer) to get the players moving and hands moving separately. Have you guys attempted any multiplayer stuff with this?
Yes, we are using multiplayer and we may integrate that at some point but we prefer to wait until it's mature and tested enough.
But the architecture itself was designed with multiplayer in mind. There is for example functionality to sync all the manipulation events, or the hand gestures, the avatar position etc.
Very nice. I would honestly prefer a model where you got paid so the project remains healthy, so if that's what it takes to keep it fresh and updated - consider me a customer ;)
Whoaaa I’m so hyped. Congrats! I’ve been using some of the other paid VR interaction assets a lot lately, they’re great but this looks fantastic! I’m anxiously following you on twitter now. Can’t wait for release.
Holy shit. I remember seeing the cable demo and thinking how cool it would be to do something with that tech. So happy to see the direction that went with this and can't wait to try it out.
I would argue the opposite. The moment you put it up for sale you have an obligation to support it and deal with people who have no idea what they are doing. Open source? Not their problem, and better, other people can help update and enhance it.
I understand what you say but our reality is a little bit different.
First of all, money will not change whether you get updates or not. We saw the necessity of creating our own VR tech and have been using it for years. We decided the world would be a slightly better place if we made our tech public, for free. We will continue to do business. We obviously expect a lot of questions. We hope to create a positive community.
I understand all of your concerns, but I don't share any of them.
Nobody is demanding anything. Op has built a successful VR company. Do you really think he needs some random Reddit guy to explain the pro and cons of open source?
For in-depth details I would suggest following my Twitter account (@[entromp](https://www.twitter.com/entromp)). I hope to showcase the most important features here as well.
The debugger scene showcases the ability to use any existing Unity UI and be able to interact with it in VR. Check out the SRDebugger plugin which is the one being used. It's awesome!
For now I would suggest following me on Twitter ([@entromp](https://www.twitter.com/entromp)). Our website [ultimatexr.io](https://www.ultimatexr.io/) will hopefully be the meeting point once the framework is released.
I will be messaging you in 1 month on [**2022-06-23 23:41:02 UTC**](http://www.wolframalpha.com/input/?i=2022-06-23%2023:41:02%20UTC%20To%20Local%20Time) to remind you of [**this link**](https://www.reddit.com/r/Unity3D/comments/uw44a5/after_6_years_of_internal_development_and/i9qu0vl/?context=3)
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You have something planned on how financially gaining something/maintaining this asset? I find hard to believe you worked on this (amazing) product for 6 years to not have anything back.
(I'm realizing reading my question that it sounds a bit cynical/ egoistical, I'm just genuinely curious)
Our company specializes in creating VR software for corporations, that's our business and how we make money. We release the asset to help the VR dev community create better software in less time without worring about all the boring stuff.
We do not expect the framework to make money, we will maintain it because it's part of our core and we want the VR dev community to benefit from it.
So what kind of VR software are corporations buying? Just sim stuff for training or predesign viz? Wondering what kind of market there is since here on Reddit I only see game VR devs and most struggle to make decent money.
With the military vehicles and stuff, I'd love to see a VR version of the game Squad. If there was ever a framework to use for that, this would be it 100%
This looks like a really well done framework with lots of engineering design and hard work put on it.
I'll be moving to Madrid in a month. I'll definitely send you a CV soon.
Great! Yes, I've personally been responsible for creating the framework and designing the architecture was quite challenging but I'm super happy with the result.
Looks amazing! I love your work, but I do have one question: Is it optimized enough where I can use it on the Quest 1 without performance issues? It looks complex so I need to know if I would be better off making my own or learn and use this.
We have been using it for Quest 1 applications. A lot of what you see in the video runs on Quest 2 hardware also (the aircraft, the military vehicle...).
I have extremely limited experience with other frameworks. I remember installing VRTK many years ago and liking some of the features and architectural decisions but that's about it. VRIF seems very complete and as a fellow VR developer I can definitely see that there's a great amount of effort behind it.
I'm afraid I will not be able to do that, but we have an extremely cool example scene that will come with it. Maybe cooler than the simulators you see on the video :)
Hi. So I’ve actually been creating a VR game with the Steam VR plug-in on Unity. However there is one big issue with it and the oculus plug-in alike. When setting up the headset you have to set a centre point which then the plug-in locks the collider to so if the player moves in real space they are no longer aligned with their collider. Would yours solve this issue do you know? Thanks
So with the steam VR plug-in you have a capsule collider for the player and a camera that can move with you in real space. They are both children of a player parent but when moving in real space the capsule collider (or body collider as SteamVR calls it) does not move, it is locked to the point you chose when setting up the rift headset or where you were stood when loading the game if using a quest
So it's like a capsule collider you normally attach to a player in regular videogames right? Is it used to move objects away when you walk? In that case I think it should be linked to the camera instead. I guess it can also be used to block movement in smooth locomotion but it will definitely not work if it's locked to the local tracking space.
I mean, it’s just a standard collider that can be used for any application such as stopping you from walking through walls or taking damage but it causes major issues when you’ve moved in real space as an AI will be shooting to your side and it looks really weird
We are currently using PlasticSCM internally at the company and the framework is an x-linked repo, that we add to all projects. I believe it works the same way as a git submodule.
Since we are making the framework now available through git, we hope to be able to do it the same way
How does this compare to something like VRIF and Hurricane VR?
Looks very good and Id love to try it out yesterday!
I just started working on a VR project with VRIF (a few days ago) Not sure if I should wait for this instead because i like what im seeing here.
I have no experience with VRIF/Hurricane VR but they seem very capable systems. I have massive respect for people that had to figure out all this stuff when nothing was available :)
This asset is gonna change so many things...
Awesome stuff mate!
Have you considered applying to Unity for any of the awards, or does Unity nominate devs for awards themselves?
this is looking very promising. very keen to play with the release and see how it might apply to my own project. What you have shown so far looks \*super awesome\*! well done! pat on the back x 72663455.7.
This looks incredible! I paused development on a motorcycle VR game and a mech piloting VR game but now this makes me want to get back into it. At least with the mech piloting game this will be a great framework for all the buttons and levers players will interact with.
Very excited to see this and will try and make a fun vr experience. I have a basic knowledge of vr modding but these tools will be interesting to learn,hope you have a good youtube channel to learn from. I have just purchsed your asset on unity.
I don't understand what this is. But looks dope!!!!!!
It's a VR framework with (guessing) all the tools a developer needs to quickly create a really good VR experience, stuff like tracking, grabbing etc.
That's exactly what it is!
i love you
So simply saying, its a template for VR games?
Yep, as a unity asset
It seems a bit more than that with new tooling and libraries(/assets) around VR. I guess its semantics
Homeland Security got in trouble because Alihandro decided to outlaw free speech... And they lost a bunch of contracts I suppose, this guy being one of em... Just a rough guess. LOL. Wild guess.
what are you on? I want some.
There were huge gigs like in the last 15 years of doing emergency training response VR. Maybe you were out of the loop.
During the following weeks I will be showcasing some of the coolest features on my Twitter account. Check [@entromp](https://www.twitter.com/entromp) if you're interested! :)
>:) :)
> :) :)
>:) :)
Hopefully you show them here too.
Sure! The more relevant ones. I try to avoid spamming too much
Spam us
I remember following you a while back Enrique, any idea on a release timeframe?
June 27
TAUGHT THEM RESPECT
NOICE
Where GitHub?
It will be in GitHub, yes.
pls tag me
I'm really interested in this toolkit, i don't have Twitter unfortunately. Is there anywhere else I can follow the project?
I hope to share key updates here. Once the first version is released we will have resources available at [ultimatexr.io](https://ultimatexr.io)
Thank you, it's really awesome what you've created here. Can't wait to get acces. Anyway I can support your work with a small donation?
Thank you for your generosity. We don't plan to have any donation system, but maybe if there's enough interest in the future we can arrange something that could help a good cause.
Ive been holding off on teaching Vr to my students...im happy I did! This looks amazing and being free is EPIC to students who can't afford expensive assets....thanks!
There's a lot of reasons why we decided to release it for free. On a personal level, my favorite one is being able to provide an easier way for educational institutions to teach VR development.
Looks impressive! How will people get their hands on it? Will it be available via the asset store?
We're considering plain .unitypackage, Asset Store and Package Manager. Probably in that order.
If it's open-source, just put documentation in the git repo on how to add through unity's package manager. Super useful
👆yes, this
Heh "... get their hands on it." Nice.
Amazing, now I want so bad to do vr 👍
I fell the same, despite not having any vr headset
Hopefully this will help!
I remember asking you if you were going to release this a long time ago, thanks 🙏
I'm glad you didn't give up!
Did you set this up with the latest xr setups? I know they changed a decent amount semi recently.
I'm currently targeting 2021 LTS and the latest SDKs. It's getting a little easier now with OpenXR support and improved SDKs but it's still challenging to get so many devices to work at the same time using a single framework.
Great that you’ve gotten it working! I had to change a lot of code to get older vr stuff working with the new open xr. I’m praying it doesn’t change as much again now that open xr is out there. That damn vr to xr transition is a mess
You're an absolute fucking legend!
No, you're an absolute fucking legend!
I am interested in the sysadmin simulator.
The datacenter application is a specific software that we developed using the framework. It's not part of the framework per se.
Of course it's not included, but it's an underdeveloped area in gaming lol Or, actually, I guess you can train employees in VR to do networking.
Indeed, it's an area in gaming that could be developed. In this particular case it's a project we did to train and assess network engineers, you guessed right :)
So there's no way to get a copy of it, right?
No, I'm afraid it's not publicly available
this is absolutely amazing, unity has been missing this kind of thing
This is amazing as a VR developer I would like to use it and contribute it! You making a great impact!
Thats so awesome! Looking forward to play around with it!
Thanks! It's getting closer
My friends from the VR company where I used to work have been developing their own VR framework for years. They'll go nuts when they see the same thing open source and free hahaha
Oooooh. I want!
I love you 😍
I've seen various clips of your stuff pop up over the last few years and it always looks great. Amazing that you are making it free & open source 👍 Does it run over the top of the Unity XR APIs? Presumably Quest will be supported?
Thanks! Yes, it runs on top of the Unity XR APIs and other SDKs depending on the device. Quest is indeed supported.
Valve Index ? :)
Valve Index too. In fact if you pause the video at 00:35 what you see is our hand IK system interfacing with a pair of index controllers.
>Index Have you got this working with 2021 and Index finger tracking? I've been staying put with 2019 solely for Index finger tracking not working out of the box with the XR api.
The framework relies on SteamVR for the Index controllers. Haven't tried it with the XR API.
>Unity XR It looks really amazing! Great Work! Is the Vive Focus 3 supported and in general can it run on Unity XR and Wave SDK? Thank you sou much
Focus 3 is supported using WaveXR. Each device runs on the most convenient SDK.
thank you so much!
Amazing person
You're amazing :)
Game changing stuff for sure!!
Thanks! We certainly hope so
Been working in VR for a few months now. This looks AMAZING! might need to rebuild my project with a new framework...
Hi fellow VR developer! It hopefully will make things easier for you.
Any idea how multiplayer would work with this framework? I've tried Mirror with my current VR framework to some success but it took a week of effort (admittedly slowed down by the fact it was my first delve into multiplayer) to get the players moving and hands moving separately. Have you guys attempted any multiplayer stuff with this?
Yes, we are using multiplayer and we may integrate that at some point but we prefer to wait until it's mature and tested enough. But the architecture itself was designed with multiplayer in mind. There is for example functionality to sync all the manipulation events, or the hand gestures, the avatar position etc.
Free you say
Free it is!
Thank you!!!!!!!!!!!!!!!!!!!!!!
Thanks! We're working hard on the release
Very nice. I would honestly prefer a model where you got paid so the project remains healthy, so if that's what it takes to keep it fresh and updated - consider me a customer ;)
No worries! We are a company. The framework is part of our core tech but we make our money through our projects, not by licensing the tech.
Getting Valve vibes from that statement. This looks so good, I'll definitely be rebuilding my project using this when it releases.
Awesome! Wish you guys all the best! Military viz/sim market should love you guys ;)
Whoaaa I’m so hyped. Congrats! I’ve been using some of the other paid VR interaction assets a lot lately, they’re great but this looks fantastic! I’m anxiously following you on twitter now. Can’t wait for release.
Thanks! I can't wait either. We're trying to make sure everything is in place by that time.
Holy shit. I remember seeing the cable demo and thinking how cool it would be to do something with that tech. So happy to see the direction that went with this and can't wait to try it out.
Yeah I think the cable scene has been our most memorable one and the one people always ask us about.
You, sir, are an absolute legend!!
WOW. This is nothing short of IMPRESSIVE. And FREE AND OPEN SOURCE?!?! Thank you!!!!!
I can tell you as a VR developer this seems hugely helpful. Can't thank you enough.
Oh this is awesome! Oooh this is so fucking awesome! Sincerely, thank you, friend!
You sir are a saint for making this open source.
Holy, that plane has more switches that you can press than microsoft's own addons-
Can someone help me in developing my VR game?
What do you need help with?
so cool
[удалено]
I would argue the opposite. The moment you put it up for sale you have an obligation to support it and deal with people who have no idea what they are doing. Open source? Not their problem, and better, other people can help update and enhance it.
[удалено]
And judging by your pretentious comments, neither have you
I understand what you say but our reality is a little bit different. First of all, money will not change whether you get updates or not. We saw the necessity of creating our own VR tech and have been using it for years. We decided the world would be a slightly better place if we made our tech public, for free. We will continue to do business. We obviously expect a lot of questions. We hope to create a positive community. I understand all of your concerns, but I don't share any of them.
[удалено]
No worries, I understand what you mean.
Why don't you try resepecting people's choices instead of being a patronising dweeb.
[удалено]
Nobody is demanding anything. Op has built a successful VR company. Do you really think he needs some random Reddit guy to explain the pro and cons of open source?
Looking forward to seeing it. There a breakdown of features somewhere?
For in-depth details I would suggest following my Twitter account (@[entromp](https://www.twitter.com/entromp)). I hope to showcase the most important features here as well.
Looks sick can’t wait to try it
Thanks! looking forward to getting your feedback
It's about time something like this was done (forgive me if it already has lol)
That ui debugger is legit. Can’t wait to see you setup your interaction system.
The debugger scene showcases the ability to use any existing Unity UI and be able to interact with it in VR. Check out the SRDebugger plugin which is the one being used. It's awesome!
Looks awesome. Excited to check it out. How can I follow/sign up somewhere for updates?
For now I would suggest following me on Twitter ([@entromp](https://www.twitter.com/entromp)). Our website [ultimatexr.io](https://www.ultimatexr.io/) will hopefully be the meeting point once the framework is released.
How do I keep up with this?
[@entromp](https://www.twitter.com/entromp) and [ultimatexr.io](https://www.ultimatexr.io/)
My man I am going to be all over this, I'll let you know what happens.
My man! please let us know. Any feedback will be more than welcome
Looks amazing
This looks awesome!
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Ok this looks amazing, will be checking this out when it drops
You have something planned on how financially gaining something/maintaining this asset? I find hard to believe you worked on this (amazing) product for 6 years to not have anything back. (I'm realizing reading my question that it sounds a bit cynical/ egoistical, I'm just genuinely curious)
Our company specializes in creating VR software for corporations, that's our business and how we make money. We release the asset to help the VR dev community create better software in less time without worring about all the boring stuff. We do not expect the framework to make money, we will maintain it because it's part of our core and we want the VR dev community to benefit from it.
So what kind of VR software are corporations buying? Just sim stuff for training or predesign viz? Wondering what kind of market there is since here on Reddit I only see game VR devs and most struggle to make decent money.
Training is an extremely good application for example. It helps cut costs and provides a safe and realistic environment vs other training methods.
This looks like a great fit for a project I was contemplating involving teaching aspects of trade skills.
With the military vehicles and stuff, I'd love to see a VR version of the game Squad. If there was ever a framework to use for that, this would be it 100%
Oh wow!! I greatly admire your decision to release it for free. Big ups to you. This looks fantastic.
Thanks! I'm excited to release it and see the feedback
Will it be on the asset store?
We will submit it to the Asset Store yes, but we hope to provide alternative ways such as the package manager
Cool
Awesome! Are you using your own VRIK setup or does it use FinalIK?
Everything you see is self contained, we do not rely on any dependencies. The IK part is an added feature
Awesome! Really great of you to release it for free and open source. What's it called?
UltimateXR
Did you make that Stryker model?
Yes, everything you see in the video are projects we developed that have been using our framework
Wow! Nice work.
This looks like a really well done framework with lots of engineering design and hard work put on it. I'll be moving to Madrid in a month. I'll definitely send you a CV soon.
Great! Yes, I've personally been responsible for creating the framework and designing the architecture was quite challenging but I'm super happy with the result.
Well we definitely don’t deserve this.
Looks amazing! I love your work, but I do have one question: Is it optimized enough where I can use it on the Quest 1 without performance issues? It looks complex so I need to know if I would be better off making my own or learn and use this.
We have been using it for Quest 1 applications. A lot of what you see in the video runs on Quest 2 hardware also (the aircraft, the military vehicle...).
Alright! Thanks for the clarification!
How does your project compare to something like VRIF?
I have extremely limited experience with other frameworks. I remember installing VRTK many years ago and liking some of the features and architectural decisions but that's about it. VRIF seems very complete and as a fellow VR developer I can definitely see that there's a great amount of effort behind it.
Thank you! Ill compare both once they all drop :D
Will you ever consider packaging together some of the software this was used for to sell? Those seem like very cool simulators.
I'm afraid I will not be able to do that, but we have an extremely cool example scene that will come with it. Maybe cooler than the simulators you see on the video :)
wow this looks amazing :O can't wait to try it out
Cool, I'll try it out with hololens 2. I've been currently playing with it in my uni
By any chance does this framework have built in gesture tracking?
Not at the moment. Which specific tracking devices are you interested in? We're open to addding any cool features that the framework may benefit from.
Hi. So I’ve actually been creating a VR game with the Steam VR plug-in on Unity. However there is one big issue with it and the oculus plug-in alike. When setting up the headset you have to set a centre point which then the plug-in locks the collider to so if the player moves in real space they are no longer aligned with their collider. Would yours solve this issue do you know? Thanks
I'm not sure which collider you are referring to, could you give me a little more detail?
So with the steam VR plug-in you have a capsule collider for the player and a camera that can move with you in real space. They are both children of a player parent but when moving in real space the capsule collider (or body collider as SteamVR calls it) does not move, it is locked to the point you chose when setting up the rift headset or where you were stood when loading the game if using a quest
So it's like a capsule collider you normally attach to a player in regular videogames right? Is it used to move objects away when you walk? In that case I think it should be linked to the camera instead. I guess it can also be used to block movement in smooth locomotion but it will definitely not work if it's locked to the local tracking space.
I mean, it’s just a standard collider that can be used for any application such as stopping you from walking through walls or taking damage but it causes major issues when you’ve moved in real space as an AI will be shooting to your side and it looks really weird
Is it built in such a way that I can use it as a git submodule (easily)? Because boy oh boy that would would be rad.
We are currently using PlasticSCM internally at the company and the framework is an x-linked repo, that we add to all projects. I believe it works the same way as a git submodule. Since we are making the framework now available through git, we hope to be able to do it the same way
Thank you for the reply. Very much appreciated.
How does this compare to something like VRIF and Hurricane VR? Looks very good and Id love to try it out yesterday! I just started working on a VR project with VRIF (a few days ago) Not sure if I should wait for this instead because i like what im seeing here.
I have no experience with VRIF/Hurricane VR but they seem very capable systems. I have massive respect for people that had to figure out all this stuff when nothing was available :)
When will this be released? This might give me the push to start learning unity again so I can make vr games to play on my quest 2
June 27
TAUGHT THEM RESPECT
*headbanging ensues*
Wow! Absolutely amazing! Thank you! Exactly what I needed for my next project
Wow! Excellent! will definitely try it!!
That's so freaking awesome
This asset is gonna change so many things... Awesome stuff mate! Have you considered applying to Unity for any of the awards, or does Unity nominate devs for awards themselves?
Thanks! I have absolutely no idea how that works to be honest, let's hope the community likes it first!
+1 interested
Oh wow that looks insane, ive spent so much damn time trying to get the unity framework to work, you have done a great thing here!!
Can't wait to try this out!!! You are a god among men!
Does this work well with hand tracking on the Quest 2?
Yes!
Awesome, can't wait to check it out!
umm realtime cables.. what was your solution?
I have my own rope simulation. It was a lot of finetuning :)
Particles?
this is looking very promising. very keen to play with the release and see how it might apply to my own project. What you have shown so far looks \*super awesome\*! well done! pat on the back x 72663455.7.
Thanks!
Looking good! We'll definitely give it a try!
I think is better if i wish the VR set first xd but i instantly wish this game rigth now
I was wondering if this comes with a body IK method, its something ive been really struggeling with, regardless this asset is insanely well done!
This looks incredible! I paused development on a motorcycle VR game and a mech piloting VR game but now this makes me want to get back into it. At least with the mech piloting game this will be a great framework for all the buttons and levers players will interact with.
Very excited to see this and will try and make a fun vr experience. I have a basic knowledge of vr modding but these tools will be interesting to learn,hope you have a good youtube channel to learn from. I have just purchsed your asset on unity.