@@JustinPBarnett , looked at a video where you edit the pose where I see you manually position the thumb. Are all the joints separate objects in the actual model of the hand you use or is it the animation of the skeleton rig you adjust here? Sorry, just getting into Unity and VR and have seen that you can create poses from a hand model inside Unity but that seems to create animations. Btw, the whole asset looks amazing.
Thanks for sharing this, in the middle of a gamejam right now and was consider a vr game afterwards, no point in making a huge 3 month headache into interaction systems as an individual when this exists, it only makes sense for time constraints and what's possible.
Great vid man. hurricane and Hexa body are made by the same developer and can be integrated together. When combined they are unstoppable. You basically have the full functionality of boneworks/HLA in one neat package. So good
@@JustinPBarnett hey Justin, I dont think there is video tutorial but there is an integration package inside Hurricane, you can find instructions here ... www.cloudwalkingames.com/en/integrations/hexabody and if you need further help come and join the discord server - Full of crazy talented devs - discord.gg/M9Nj8E7Q
@@TheSoloGuild1154 I did! It works wonderfully. You just need to install the other package and then there's a .unitypackage that comes with hurricaneVr that you click and it gives you a sample scene with both working together
Very informative video. Im a Unity noob, and I have a question. Can these different systems be stacked in a project, so that you can get the best of what each offers? Thanks
I'd suggest going to the respective discords, playing the demos, and seeing which features you really want. Purchase based on that. Many of them have overlapping features at this point. Autohand seems neat how it wraps hands at runtime, but I think HVR and VRIF both do that too, its just not advertised. HVR has a cool stab system thats decently fleshed out, VRIF has one but its a 'hidden feature'. Stuff like that.
This was great, I cant wait to see your devlog, uless it will likely be a part of your devlog it would be great to see a tutorial on interactable joints and sliders, I still cant work it out fully for some reason
Funny enough, when I was looking for a vr asset VRIF was the first one I looked at before finding this video, and as you were going through the options I kept putting that one lower and lower on on my list. Then of course you actually start talking about it and I get another lesson in why I should stop assuming so hard. *update: turns out I bought autohand like a year ago and just forgot so I guess that makes it an easy choice **honestly now that I compare I think I would've rather got any of the other options... And that kids is why we do our research
I'll certainly give it a go, but as someone who's bounced off game dev well into the double digits it's certainly a kick in the head to see what I *could've* got. If only you'd made this video back when I was pandemic-purchasing a year ago 😅
“Riff on it” in terms of testing games to see if they’re fun before putting in all your effort is a CRAZY metaphor lmao. Did any non-guitarist catch that? It made perfect sense if you understood it.
I'm so glad I found your channel! I am doing aging research and will be using some VR tech to run a few experiments. I need to build some VR games to simulate simple daily activities like cooking, doing laundry... Do you think any of those assets you mentioned would be a good fit? Any other recommendations? Thank you so much! Your videos are helping me a lot to figure out how to accomplish my tasks!!
That’s so exciting!! Right now I’m making a game with hurricane VR and Hexabody! Highly recommend them and they were made by the same developer so work seamlessly together!
Very helpful! Thank you. Have you done any updates on this since early 2021? My project is very hand detailed, so I want to be sure I can find the best interactions I can.
Thanks bro! I love it, i am a 3d generalist but also love make games and the gam jams, i make a 2d game and a couple of 3d games in blender engine (upbge) also make one very basic in unity but my dream is make it in vr, so here i am lol, this assets for me can be very smart aproach, sorry my english and thank u again!
I watched this tutorial a while back, after a friend of mine turned me on to a Oculus Quest 2, and was hooked. He bought the HurricaneVR and after I bought an Oculus, we started working on a FPS game. He doesn't know how to code, and I am a novice at C#, but got pretty far on the game. Where would I find a tutorial, that shows how to detect collisions, specifically from the shotgun, smg and pistol, in HVR? I've been looking for a while, and asked elsewhere, but am stumped. I still use your hands tutorial, and the VR plugin, you had in a link to, from your other tutorial. thanks a lot for that!
@@JustinPBarnett content that is more coding-heavy like projects that revolve a lot of programming or projects that use some outside software and send it data and receives data from it. I’m new at this field so I might not know what to expect but for a possible job, I’m interested in integrating an existing chemistry software with VR interface, the user could drag atoms and molecules and such and receive relevant information from the software in real time. This might be a stretch or take a lot of time but i want to get on the path to be able to implement such app in vr
That sounds like an awesome project! TBH you don't have to stick to just VR tutorials. Most of that stuff you're looking for can be found in normal 3D game development tutorials as well.
Can parts of these asset packs be used together? like the jumping from one but the hand models of another? Or are asset packs meant to only be used within their own content?
my main question here is if these are interchangeable between each of them or can you actually use them all together and is there an actual reason to do so?
I know nothing about developing games, but I am a fast learner and I want to fast track my learning curve. Where do I start! I do know how to record audio pretty well and edit it.
I'd recommend learning Unity and C# first. From there you're truly limitless. Shameless plug for my course (vrcreatoracademy.com). It goes from Unity basics and C# basics all the way through to advanced optimization and multiplayer. Or if you don't want to do that, then Valem and VR with Andrew are great tutorial channels besides my own.
Can you combine assets ? Like using the gravity of one and the hands precision of the other and the movement of another ? To make like you custom game play ?
Eh, I imagine that'd be pretty difficult. Most of the assets have their own layer and physics setups, so they'd likely end up interfering with one another
Omg I just found your channel and it is just AMAZING. As you have already worked with all these toolkits: Which one would you recommend if I am only interested in the backpacksystem? Vr Interaction Framework or the Hurricane VR? My main criteria is scalabilty and ability to modify. I have my own model for the backback but i want to extend the code for e.g. having pages for the backpack, adding filters, etc. Which one do you think is the best "base" for that? Thank you so much for your videos!
@@JustinPBarnett Thank you for the quick reply! I will be using that one as well then :) And I subscribed, looking forward to see what you are cooking up :D P.S. Do you have any recommendations for a toolkit/ tutorial to recreate a ingame journal like in walking dead saints and sinners? I watched your UI tutorial where you explained how to bind a canvas to a xr interatctable. Thats how I would start with it... But maybe you have a tip here? :)
I'm very new to unity so I'm still learning how it all works but when you say this one has great feeling hand physics but doesnt have VRIK or climbing yet... are they somewhat mutually exclusive? Like if you buy both packs are you unable to have the best of both worlds? Also I'd love a Unity Basics video from you as even though I can follow most of the steps in your how to make a VR game I dont really understand small minor steps like why you lock the inspector sometimes. I know theres other tutorials for that on YT but I find your style easy to comprehend. Thanks for sharing your knowledge
Hi, we are now a year later and I see Autohand does have some new features such as full body FinalIK integration. Would you still recommend VRIF as #1? I am looking for a VR kit for making a horror game right now and I cannot really decide which one would be the best. They all seem pretty good to me.
Hola justin, pregunto: puedo poner en el oculus 2 el sample HDRP que viene con Unity (el que tiene 3 ambientes y aparece una bolo dorada con el logo de Unity)Y EDITARLO Y CARGARLO EN EL Oculus??? gracias
I'm not actually sure if Hexabody can integrate with VR Framework. If you're looking to combine two I'd go with Hurricane VR and Hexabody. They're made by the same developers
@@JustinPBarnett Its great you take the time to reply to all!! Justin, I am setting out to build a demonstrator project for the HP Omnicept, it will track cognitive loading during the gameplay, of the players. It would be cool to also incorporate that in your game, and set up the experiment with your project.
@@JustinPBarnett Let me check in with the team on that! I started building a framework, and hopefully we will connect the omnicept soon, to gauge cognitive loading. The idea is to see how people can focus in stressfull situations, what changes we see in breathing and heartrates etc. this will require disruption events (scary stuff etc) in the adventure. fun
Great Channel!! I would like to make a very niche game that uses only your available space so you have to walk around (and the size requirement is 8x8ft). I would like to also combine this with use of trackers on legs and torso (I.e. WalkOvr, Kat Loco S, vive trackers etc) so you have to physically lift feet to step over stuff, go through holes etc. Would it be hard to integrate VRIF with something like this(actual tracking) instead of Final IK for better accuracy (if trackers are present)? Thanks!
Great video! I’m a designer trying to prototype my VR ideas quickly. Do you know any sources to showcase VRIF + playmaker? Or even better would be able to create a few basic ones to show to define logics with Playmaker while using VRIF?
hello sir am iot developer and am search right now about how to use virtual environment of things can you please tell some resources about that thank you
Hey, so it’s near Black Friday and most of these are on sale and I was wondering if you could point me in the right direction here’s what I want out of it: Not too confusing since I am a beginner Good Physics Not too expensive (maybe under $80) Easy setup (like just drag and drop into my project and it’s ready) And the most worth my time If you have any suggestions it would be greatly appreciated thanks
I cant decide between VRIF and Hurricane VR assets. I think VRIF has more features to utilize but the dynamic poses in Hurricane look awesome. Can someone help me out, which one should I go for?
You could, but I wouldn’t recommend it. That’d be difficult to make them all work together nicely. Hurricane VR and Hexabody integrate seamlessly because they’re written by the same developer
I've been starting to produce a vr game that can help people who need help to learn or relearn tasks either cause they never learned it cause of education or they are disabled and need help learning basic tasks to help them in life. Which one's do you suggest to make this br game in a very efficient method and will be very good for the purpose.
Awe that'd be an amazing application. I'd probably go with the VR Interaction Framework asset right now. Hurricane VR seems to be broken with the newest updates to Unity
Heyo, Im looking to develop a project where I can snap objects together like lego. I have walls, floors, roof chunks and windows and would like to be able to snap together different components and model up houses in vr. Would VR interaction framework be best for this? or is there something better? The idea is to sit at a desk and build a model on a desk and have the components be built at 1:1 scale infront of me.
That's a super cool idea! Yea VRIF would be good for that! Any of the toolkits you choose would need some custom code for that style of game though. I'd recommend using the sockets provided with OpenXR
Isn't the Auto hand feature included in Hurricane as well ruclips.net/video/_0x1kPFM59I/видео.html and final IK and a lot of the other VRIF features? Also Can you mix and match these in one project? It seems you have them all so could you use the SteamVR interactions along with Auto Hand and VRIK all in one scene?
The only ones you can mix and match are Hurricane VR and Hexabody since they're made by the same developer. All of them do use different variations of procedural hands now which is nice. And all should be able to integrate with SteamVR, OpenXR, Oculus, etc.
I'm a "coding enthusiast" and for the life of me I can not figure out who to have proper physics for held objects, they either jitter behind, or do not actively interact with the world. Atleast that's been my experience with Unity XR
you know.. you could have started with these.. hours and hours over 40 hours developing my game (basic movement lol ).. these have all I have done and more...
Only complaint I got with 3rd party assets is that they use waaay too many objects/scripts for the stuff I want to make Great assets tho! Got some of them 50% off in a sale!
Ah true, you can always uncheck the boxes to import samples and stuff when you first bring them into your project. That helps if you don't need the demo scenes they usually provide or if you know specifically what assets you'll be using.
You didn't mention that Hurricane VR and HexaBody are compatible. They are made by the same dev and there is an integration package included so you can use all of the Hurricane interactions with the HexaBody movement. Also has a FinalIK integration.
VRTK: assetstore.unity.com/packages/tools/integration/vrtk-virtual-reality-toolkit-vr-toolkit-64131?aid=1011lfR8v
Hurricane VR: assetstore.unity.com/packages/tools/physics/hurricane-vr-physics-interaction-toolkit-177300?aid=1011lfR8v
HexaBody: assetstore.unity.com/packages/tools/physics/hexabody-vr-player-controller-185521?aid=1011lfR8v
Auto Hand: assetstore.unity.com/packages/tools/modeling/auto-hand-vr-physics-interaction-165323?aid=1011lfR8v
VR Interaction Framework: assetstore.unity.com/packages/templates/systems/vr-interaction-framework-161066?aid=1011lfR8v
which is best to get on your opinion?
For you, which one is the more fluid in terms of VR image quality ? Cheers,
what framework / VR ready assets are suitable for medical treatment simulation projects?
Really glad you enjoyed my Auto Hand asset Justin! Keep up the great work on your channel :)
Thanks!! You're doing amazing work for the VR community!
Thank u! Can wait to try it!
@@JustinPBarnett , looked at a video where you edit the pose where I see you manually position the thumb. Are all the joints separate objects in the actual model of the hand you use or is it the animation of the skeleton rig you adjust here? Sorry, just getting into Unity and VR and have seen that you can create poses from a hand model inside Unity but that seems to create animations. Btw, the whole asset looks amazing.
Thanks for sharing this, in the middle of a gamejam right now and was consider a vr game afterwards, no point in making a huge 3 month headache into interaction systems as an individual when this exists, it only makes sense for time constraints and what's possible.
That's exactly what I did! I used AutoHand for the VR interactions in the jam
Great vid man. hurricane and Hexa body are made by the same developer and can be integrated together. When combined they are unstoppable. You basically have the full functionality of boneworks/HLA in one neat package. So good
If only I could figure out how to combine them 😅 got a vid for me to watch?
@@JustinPBarnett hey Justin, I dont think there is video tutorial but there is an integration package inside Hurricane, you can find instructions here ... www.cloudwalkingames.com/en/integrations/hexabody and if you need further help come and join the discord server - Full of crazy talented devs - discord.gg/M9Nj8E7Q
@@majort3514 Thanks!!
@@JustinPBarnett Yo! Did you get a chance to try this integration between the two out? is it doable!?
@@TheSoloGuild1154 I did! It works wonderfully. You just need to install the other package and then there's a .unitypackage that comes with hurricaneVr that you click and it gives you a sample scene with both working together
Will you do any tutorials for these assets? Hurricane VR in particular.
Just came across this - Awesome round up, and thanks for including VRIF! :)
🔥🔥🔥
why didn't i see your video sooner! really appreciate sharing those wonderful tools!
Glad to see all the good credits and the fact that auto-hand made the list
Auto Hand is SO GOOD
Very informative video. Im a Unity noob, and I have a question. Can these different systems be stacked in a project, so that you can get the best of what each offers? Thanks
Hexabody and hurricane vr are made by the same developer and work perfectly together! The other frameworks, I wouldn't mix and match with each other
I'd suggest going to the respective discords, playing the demos, and seeing which features you really want. Purchase based on that. Many of them have overlapping features at this point. Autohand seems neat how it wraps hands at runtime, but I think HVR and VRIF both do that too, its just not advertised. HVR has a cool stab system thats decently fleshed out, VRIF has one but its a 'hidden feature'. Stuff like that.
Love this!!!
Do I need to know C# to program in Unity?
Do you need all these frameworks?
Really looking forwards to this one!
Keep up the good work! :D
Thanks!
This was great, I cant wait to see your devlog, uless it will likely be a part of your devlog it would be great to see a tutorial on interactable joints and sliders, I still cant work it out fully for some reason
Yea the plan is to keep doing tutorials, but I'll be mixing in devlogs in there too to keep things a little more interesting (for me lol)
I love programming bro i spent 18 hours crunching out my portfolio project to get into uni
Thanks for the tips man, saw you in both Valem and VR with Andrew discord servers haha
Haha gotta catch em all 😉
Funny enough, when I was looking for a vr asset VRIF was the first one I looked at before finding this video, and as you were going through the options I kept putting that one lower and lower on on my list. Then of course you actually start talking about it and I get another lesson in why I should stop assuming so hard.
*update: turns out I bought autohand like a year ago and just forgot so I guess that makes it an easy choice
**honestly now that I compare I think I would've rather got any of the other options... And that kids is why we do our research
AutoHand is great! It does have its limitations, but you can make it work!
I'll certainly give it a go, but as someone who's bounced off game dev well into the double digits it's certainly a kick in the head to see what I *could've* got.
If only you'd made this video back when I was pandemic-purchasing a year ago 😅
@@zap54312 I think a lot are on 50% discount as of now for black friday!
“Riff on it” in terms of testing games to see if they’re fun before putting in all your effort is a CRAZY metaphor lmao.
Did any non-guitarist catch that? It made perfect sense if you understood it.
🎸
I'm so glad I found your channel! I am doing aging research and will be using some VR tech to run a few experiments. I need to build some VR games to simulate simple daily activities like cooking, doing laundry... Do you think any of those assets you mentioned would be a good fit? Any other recommendations? Thank you so much! Your videos are helping me a lot to figure out how to accomplish my tasks!!
That’s so exciting!! Right now I’m making a game with hurricane VR and Hexabody! Highly recommend them and they were made by the same developer so work seamlessly together!
I love your channel! keep uploading awesome videos please!
Absolutely will! Thanks for being a part!
Very helpful! Thank you. Have you done any updates on this since early 2021? My project is very hand detailed, so I want to be sure I can find the best interactions I can.
I’m actually talking to a few of the developers and planning on doing updates and walkthroughs of each one over the next couple months!
@@JustinPBarnett Awesome, thanks! I’ll keep an eye out.
What are good tutorials on vrtk fo a beginner. I want to make a vr game with vrtk bur ivhave no idea kow ro get started
Definitely recommend checking out the official RUclips channel first! ruclips.net/user/VirtualRealityToolkit
Thanks bro! I love it, i am a 3d generalist but also love make games and the gam jams, i make a 2d game and a couple of 3d games in blender engine (upbge) also make one very basic in unity but my dream is make it in vr, so here i am lol, this assets for me can be very smart aproach, sorry my english and thank u again!
Best of luck!
What do you think about FinalIK / VRIK for creating an avatar?
FinalIK is amazing!! Love it
I watched this tutorial a while back, after a friend of mine turned me on to a Oculus Quest 2, and was hooked. He bought the HurricaneVR and after I bought an Oculus, we started working on a FPS game. He doesn't know how to code, and I am a novice at C#, but got pretty far on the game. Where would I find a tutorial, that shows how to detect collisions, specifically from the shotgun, smg and pistol, in HVR? I've been looking for a while, and asked elsewhere, but am stumped. I still use your hands tutorial, and the VR plugin, you had in a link to, from your other tutorial. thanks a lot for that!
Love the videos! They're super helpful to get started in VR dev! Can't wait for that game jam!
Got another game jam happening at the end of January!
I need a video tutorial How many baht do you have to pay?
What tutorial would you like?
Hey, you’ve got great videos! What if i am more of a coding enthusiast (as opposed to 0:28 😉) where can i find some good content?
What kind of content are you looking for?
@@JustinPBarnett content that is more coding-heavy like projects that revolve a lot of programming or projects that use some outside software and send it data and receives data from it. I’m new at this field so I might not know what to expect but for a possible job, I’m interested in integrating an existing chemistry software with VR interface, the user could drag atoms and molecules and such and receive relevant information from the software in real time. This might be a stretch or take a lot of time but i want to get on the path to be able to implement such app in vr
That sounds like an awesome project! TBH you don't have to stick to just VR tutorials. Most of that stuff you're looking for can be found in normal 3D game development tutorials as well.
@@JustinPBarnett thanks man!
Sure thing!
New upload from Justin? Yes please
Let's gooooooo! 🎉💃
Im greatful ; for all you hard work and knowledge
Thanks so much!
Can parts of these asset packs be used together? like the jumping from one but the hand models of another? Or are asset packs meant to only be used within their own content?
Usually they're meant to be self-contained. Hurricane VR and Hexabody work together though!
i wish i could get the vr interaction unfortently im poor and i cant code but i will advenchily get it
Just take this time to practice with the interaction toolkit or just learn normal 3D GameDev stuff while you save up for it!
@@JustinPBarnett ok thanks for the help!
Hey, i'm suprised you did not mentionned the official SDK from Oculus ? May be it was not out when you did this video ? Right ?
my main question here is if these are interchangeable between each of them or can you actually use them all together and is there an actual reason to do so?
Is there a relatively easy way to integrate HexabodyVR with Auto Hand for jumping?
I woudn't recommend mixing and matching like that. It'd be a lot harder to manage than just coding your own jumping
And again sorry, For you, which one is the more fluid in terms of VR image quality ? Cheers,
“It’s has the best feeling hands” wow, that’s what u call real tech
hahaha for real
I know nothing about developing games, but I am a fast learner and I want to fast track my learning curve. Where do I start! I do know how to record audio pretty well and edit it.
I'd recommend learning Unity and C# first. From there you're truly limitless. Shameless plug for my course (vrcreatoracademy.com). It goes from Unity basics and C# basics all the way through to advanced optimization and multiplayer. Or if you don't want to do that, then Valem and VR with Andrew are great tutorial channels besides my own.
How challenging is it to add Photon Fusion multiplayer capability to these frameworks?
can you just link the paid ones in a google doc? i am a young and new developer and do not have the money this stuff
my dude is legit asking for pirated stuff on youtube lol
Awesome video. Can you use all of these assets together?
I wouldn't recommend it. Hurricane VR and Hexabody can be used together as they were developed by the same person.
Use the new VRTK v4 Tilia Package Importer Unity Asset at: assetstore.unity.com/packages/tools/utilities/vrtk-v4-tilia-package-importer-214936
Can you combine assets ? Like using the gravity of one and the hands precision of the other and the movement of another ? To make like you custom game
play ?
Eh, I imagine that'd be pretty difficult. Most of the assets have their own layer and physics setups, so they'd likely end up interfering with one another
Omg I just found your channel and it is just AMAZING. As you have already worked with all these toolkits: Which one would you recommend if I am only interested in the backpacksystem? Vr Interaction Framework or the Hurricane VR? My main criteria is scalabilty and ability to modify. I have my own model for the backback but i want to extend the code for e.g. having pages for the backpack, adding filters, etc.
Which one do you think is the best "base" for that?
Thank you so much for your videos!
The backpack is hurricane VR! I’m using that to make my game currently and it’s incredible!
@@JustinPBarnett Thank you for the quick reply!
I will be using that one as well then :)
And I subscribed, looking forward to see what you are cooking up :D
P.S. Do you have any recommendations for a toolkit/ tutorial to recreate a ingame journal like in walking dead saints and sinners? I watched your UI tutorial where you explained how to bind a canvas to a xr interatctable. Thats how I would start with it...
But maybe you have a tip here? :)
is it built off the unity xr framewok?
Yes most of these support OpenXR
I'm very new to unity so I'm still learning how it all works but when you say this one has great feeling hand physics but doesnt have VRIK or climbing yet... are they somewhat mutually exclusive? Like if you buy both packs are you unable to have the best of both worlds? Also I'd love a Unity Basics video from you as even though I can follow most of the steps in your how to make a VR game I dont really understand small minor steps like why you lock the inspector sometimes. I know theres other tutorials for that on YT but I find your style easy to comprehend. Thanks for sharing your knowledge
The only packs that work together out of this video are Hurricane VR and Hexabody
Do any of these frameworks work in tandem, or do they fight each other?
Hurricane VR and Hexabody are made by the same developer and work perfect together!
Hi, we are now a year later and I see Autohand does have some new features such as full body FinalIK integration. Would you still recommend VRIF as #1? I am looking for a VR kit for making a horror game right now and I cannot really decide which one would be the best. They all seem pretty good to me.
I need to do an updated version of this!
@@JustinPBarnett Considering all of these are on sale now, I'd suggest you make your video ASAP.
Hola justin, pregunto: puedo poner en el oculus 2 el sample HDRP que viene con Unity (el que tiene 3 ambientes y aparece una bolo dorada con el logo de Unity)Y EDITARLO Y CARGARLO EN EL Oculus??? gracias
Is there anyway to make the inventory system work with multiplayer?
Please respond
Check out the XR Interaction Toolkit sockets for an easy system
@@JustinPBarnett ok
shoots tomato whilst in hand. lol. wow those assets look amazing indeed, is it possible to load the climbing one and the best hand one? exciting stuff
I'm not actually sure if Hexabody can integrate with VR Framework. If you're looking to combine two I'd go with Hurricane VR and Hexabody. They're made by the same developers
@@JustinPBarnett Its great you take the time to reply to all!! Justin, I am setting out to build a demonstrator project for the HP Omnicept, it will track cognitive loading during the gameplay, of the players. It would be cool to also incorporate that in your game, and set up the experiment with your project.
@@BartMassee Ooo that'd be great!
@@JustinPBarnett Let me check in with the team on that! I started building a framework, and hopefully we will connect the omnicept soon, to gauge cognitive loading. The idea is to see how people can focus in stressfull situations, what changes we see in breathing and heartrates etc. this will require disruption events (scary stuff etc) in the adventure. fun
Any of these lend themselves to Networking better than the other?
Hurricane VR would be my go-to option for that. It has a pre-built integration with Photon
Great Channel!! I would like to make a very niche game that uses only your available space so you have to walk around (and the size requirement is 8x8ft). I would like to also combine this with use of trackers on legs and torso (I.e. WalkOvr, Kat Loco S, vive trackers etc) so you have to physically lift feet to step over stuff, go through holes etc. Would it be hard to integrate VRIF with something like this(actual tracking) instead of Final IK for better accuracy (if trackers are present)? Thanks!
Great video! I’m a designer trying to prototype my VR ideas quickly. Do you know any sources to showcase VRIF + playmaker? Or even better would be able to create a few basic ones to show to define logics with Playmaker while using VRIF?
Yea check out VRIF's youtube channel linked in the description! They have a lot of good content
hello sir am iot developer and am search right now about how to use virtual environment of things can you please tell some resources about that thank you
Hey, so it’s near Black Friday and most of these are on sale and I was wondering if you could point me in the right direction here’s what I want out of it:
Not too confusing since I am a beginner
Good Physics
Not too expensive (maybe under $80)
Easy setup (like just drag and drop into my project and it’s ready)
And the most worth my time
If you have any suggestions it would be greatly appreciated thanks
I cant decide between VRIF and Hurricane VR assets. I think VRIF has more features to utilize but the dynamic poses in Hurricane look awesome.
Can someone help me out, which one should I go for?
atm I'd go with VRIF
Can you buy all of the and choose individual elements from each framework to create your own game?! Serious question!
You could, but I wouldn’t recommend it. That’d be difficult to make them all work together nicely. Hurricane VR and Hexabody integrate seamlessly because they’re written by the same developer
Cool video
Thanks!
I've been starting to produce a vr game that can help people who need help to learn or relearn tasks either cause they never learned it cause of education or they are disabled and need help learning basic tasks to help them in life. Which one's do you suggest to make this br game in a very efficient method and will be very good for the purpose.
Awe that'd be an amazing application. I'd probably go with the VR Interaction Framework asset right now. Hurricane VR seems to be broken with the newest updates to Unity
Thank you for replying so quickly, I have started and will be using the one you suggested.
Those HAND PHYSICS!!!!!
RIGHT?! Auto-hand is beautifully done
THX!!!
So welcome!
Heyo, Im looking to develop a project where I can snap objects together like lego. I have walls, floors, roof chunks and windows and would like to be able to snap together different components and model up houses in vr. Would VR interaction framework be best for this? or is there something better? The idea is to sit at a desk and build a model on a desk and have the components be built at 1:1 scale infront of me.
That's a super cool idea! Yea VRIF would be good for that! Any of the toolkits you choose would need some custom code for that style of game though. I'd recommend using the sockets provided with OpenXR
Are there any assets that deal with haptic feedback in gloves?
I haven't looked into that. That'd be cool
Isn't the Auto hand feature included in Hurricane as well ruclips.net/video/_0x1kPFM59I/видео.html and final IK and a lot of the other VRIF features? Also Can you mix and match these in one project? It seems you have them all so could you use the SteamVR interactions along with Auto Hand and VRIK all in one scene?
The only ones you can mix and match are Hurricane VR and Hexabody since they're made by the same developer. All of them do use different variations of procedural hands now which is nice. And all should be able to integrate with SteamVR, OpenXR, Oculus, etc.
I'm a "coding enthusiast" and for the life of me I can not figure out who to have proper physics for held objects, they either jitter behind, or do not actively interact with the world. Atleast that's been my experience with Unity XR
Join the discord if you're still having issues and we can help you troubleshoot!
95% sure Hexabody is used in Boneworks just by the look of it. The way Hexabody handles looks very, VERY similar to Boneworks.
Why would you put an Amazon Valve Index link? It's a rip off.
Oh dang, just realized the price difference 😅
I am realising how much saints and sinners just used hurricane vr for most of their stuff and asset flipped the rest of their game
VRTK was around like 5 years ago.. It was only way to get VR in Unity.
Looks like they've been doing a lot of work on it recently!
why isnt any of these build in??½??½?!½?!
you know.. you could have started with these.. hours and hours over 40 hours developing my game (basic movement lol ).. these have all I have done and more...
Assets are the bomb
@@JustinPBarnett yes they are. Now im just building my environment. basic movement inventory guns etc all completed
@@RealityScapeStudios what asset do you use?
@@braindeadotaku3520 well ive been back and forth between hurricane vr and vrif.
@@RealityScapeStudios which has been the easiest to use for you between the two?
Only complaint I got with 3rd party assets is that they use waaay too many objects/scripts for the stuff I want to make
Great assets tho!
Got some of them 50% off in a sale!
Ah true, you can always uncheck the boxes to import samples and stuff when you first bring them into your project. That helps if you don't need the demo scenes they usually provide or if you know specifically what assets you'll be using.
the important starts at 1:17
Is 1:17 too long of an intro?
You didn't mention that Hurricane VR and HexaBody are compatible. They are made by the same dev and there is an integration package included so you can use all of the Hurricane interactions with the HexaBody movement. Also has a FinalIK integration.
Yes! They work perfectly together. Definitely forgot to mention that in the video
Hurricane vr said $79.99
Yea it's pricey now
im the 4th to commnent
Ayyyyy 🤙
knowlege should be open source.
Most of it is on RUclips!
vrif rox; +1.
You have way less subscribers than you should; I was about to make a vr game just when I realized my computer doesn't have a graphics card!
Thanks! and oh no 😅
@@JustinPBarnett Yah, I switched to making a 2d game. The progress is very well and i might make a video about it.
@@MusselPump1 Nice! yea hopefully that'll satisfy you until you can save up to get one!
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