I bought Auto Hands and it seems to do everything i want for the climbing/adventure game i want to make. However this looks like something i would chose if i was making something with more action/weapons.
Hey Justin, gotta admit haven't watched this yet but added it to my "watch later" I was really surprised I couldn't find a comparison of Auto Hand, Hurricane VR and VR Interaction Toolkit, you're almost there :p
This was awesome and really appreciate the work. That being said would love to see you implement and make something from this framework. I haven’t been able to find much content that actually shows how to use and modify these scripts in a project. Currently I pretty much copy assets from the demo scenes make prefab variants out of them and bring them into my own scene to build something. This works ok but I know isn’t the proper use of the framework. Thanks again for all these tutorials. They have really helped me refresh my unity skills in between semesters. Cheers!
There is also a menu to integrate your own weapons. It's super easy to import your guns, move the grab points into position, add clip positions if needed. You then add a grab child component to the mesh, collision so it does not fall through the world. It's super easy and save a lot of development time. This asset along with Hexabody is well worth the price, there is a huge amount of code here. 5 stars.
@@michaorzechowski4948 I have both. Initially I tried VR IT and found it limited and with a steep learning curve. So I bought Hurricane, which was faster to set up. But now I am developing a project and found out that's it's quite messy. The rig models don't work, only one works. Especially the XR versions are not working (which I need, because I want to deploy for many platforms). I am finding a lot of incoherence and I'm going to test back both of them and the new one UltimateXR which is also free.
Yes, please do more on Hurricane VR. I have the asset as well as the Hexabody controller. They work great. I already had FinalIK but have not done anything with that integration. Would also like to learn about EmeraldAI.
Is Hurricane VR a replacement for XR Interaction Toolkit 2.2.0? Or does it work in tandum? If you have a project built on XR Interaction toolkit 1.1.0, should it be updated if you are using Hurricane VR?
I had issues with it and Valve Index controllers. I'm still trying to resolve why the hands are sideways and the instructions on setting up SteamVR do not cover it at all. Its clearly made for oculus users.
You guys that have both... Did you notice any major difference? Looking at HurricaneVR trailer, it seems to handle physics better, not sure if it's more CPU heavy to run. I've just used VRIF and VRTK so far
@@gabrielmarques8657 hurricane does have better physics if you also buy that add-on (forgot the name). By default it's not there fully. I found it to be harder to work with since it's less flexible than VR IF. I personally recommend VR IF, VR IT, or a newly released open source framework which I forgot the name for
How is it in terms of performance (hit) and accuracy etc? I have VRIF and that does seem to be a bit hardware intensive, plus with my setup the interactions are a bit wonky when trying them out in Unity play-mode. Wondering if this would be an upgrade or not.
Hey, Nice Video! I was one that requested this as well. Valve Index user here, The fingers don't have an animation for me in any of the Demo's. Guns are " Odd ". The hands when holding guns isn't accurate to where my hands are. It'd be nice to see someone make a " Multiplayer Tutorial " with this. There's very little to nothing about it.
I've been using VRIF but hands were often derpy-feeling. I bought Auto Hand on Justin's recommendation and now I have the same question, should I get Hurricane? Should I combine them both? Exploring these options now.
@@beardordie5308 please let me know if you make a decision. The hands are really nice with auto hand, but hurricanes look good as well, plus the benefit of not having to make an inventory system and such. Idk
Could you show how to rig full body VR with HVR and Final IK? If you do, could you not use the pilot model. Try a model from Maximo, MakeHuman, blender, CC3 or anything else. Would be nice to see how to complete this task from scratch.
If in HVRGLOBAL I click "use new input system" my frame rate caps at 75fps, and the movement seems stuttery . Tested this on an existing project and get the same result. Even after unchecking the box the 75 fps cap stays. My existing project is capped at 90fps. When I uncheck the check box and restart the project I get back to 90fps. Using a Rift
Hi Justin. I have been working through your YT vids on Unity. I wonder if you could advise: for a framework, should I go and buy HurricaneVR or Auto Hand? Or is there a different solution that I should look at?
I use another big and popular asset, and I think it's a little better because it offers a lot more ready-made scripts for interacting with the world. Well, most importantly, try the hurricane, stand on a chair, that is, increase your height, you just have the whole world go up. Other than that, it's pretty high quality.
My comment seems to have disappeared, but to answer your question Justin, HVR does live up to its hype. That said, I'm still a novice and easily impressed.
@@JustinPBarnett I have a VR idea tell me if its a good idea idea: a VR game where you can go on top of stores and houses and go in stores and houses in stores you can find guns and food in houses you can find guns and tools Also: What's your fav gun
ok now I understand the reason why a lot of Vr games simply look the same. They are all done using this. legit i've seen this inventory system, with those exact same inventory slots in hundreds of different games this is a great tool don't get me wrong, but it definetely shows now how all games are all virtually the same under the hood
Bro i think walking dead ripped a bunch of their assets from hurricane, either that or other way around. Like half of these are in walking dead saints and sinners vr
I can speak for a lot of us when I say we would absolutely LOVE a tutorial series of you making a vr game with this.
PLEASE
Just want to say thank you for your vids. High quality and they have helped me a lot, really appreciate it
I bought Auto Hands and it seems to do everything i want for the climbing/adventure game i want to make. However this looks like something i would chose if i was making something with more action/weapons.
Nice, was waiting for this video
Hey Justin, gotta admit haven't watched this yet but added it to my "watch later" I was really surprised I couldn't find a comparison of Auto Hand, Hurricane VR and VR Interaction Toolkit, you're almost there :p
This is so awesome! Thank you for teaching us!
You are so welcome!
Something called ultimateXR just released, you should check that out, Id be interested to hear your thoughts on it
Oeh it looks interesting! I'll take a look at it
Wow, you really meant Just Released. Today. Looks really cool. Digging in.
Yeah, ultimateXR and VR Builder looks interesting to me. Both free and open source. I've downloaded and ready to try them out.
@@newcooldiscoveries5711 Did you try it out ?How was it?
@@Need2pee It's like super great but the smooth locomotion is not yet impl so... 😟
This was awesome and really appreciate the work. That being said would love to see you implement and make something from this framework. I haven’t been able to find much content that actually shows how to use and modify these scripts in a project.
Currently I pretty much copy assets from the demo scenes make prefab variants out of them and bring them into my own scene to build something. This works ok but I know isn’t the proper use of the framework.
Thanks again for all these tutorials. They have really helped me refresh my unity skills in between semesters. Cheers!
i love the beginning of the video where for like a second you were staring into the camera with no facial expressions lol
Nice, excellent framework! Green Hell VR used this for their game fyi.
Join the VR Creator Club 👉 skool.com/vrcreatorclub
There is also a menu to integrate your own weapons. It's super easy to import your guns, move the grab points into position, add clip positions if needed. You then add a grab child component to the mesh, collision so it does not fall through the world. It's super easy and save a lot of development time. This asset along with Hexabody is well worth the price, there is a huge amount of code here. 5 stars.
Thanks for making this video!!..Looking foward to seeing it put into action via mini game.
any chance you'd make a vid on emeralds integration with hurricane? I'm struggling to find more info on getting it to work properly
I personally prefer VR Interaction Toolkit. When I used it I found it easier to work with and more flexible
I am just considering buying one of these. Can anyone share the expierence from any of the franeworks?
@@michaorzechowski4948 What do you want to know about VR IT?
I haven't used hurricane much, but found VRIT is more modular when I tried them both
@@michaorzechowski4948 I have both. Initially I tried VR IT and found it limited and with a steep learning curve.
So I bought Hurricane, which was faster to set up.
But now I am developing a project and found out that's it's quite messy.
The rig models don't work, only one works. Especially the XR versions are not working (which I need, because I want to deploy for many platforms).
I am finding a lot of incoherence and I'm going to test back both of them and the new one UltimateXR which is also free.
Yes, please do more on Hurricane VR. I have the asset as well as the Hexabody controller. They work great. I already had FinalIK but have not done anything with that integration. Would also like to learn about EmeraldAI.
Is Hurricane VR a replacement for XR Interaction Toolkit 2.2.0? Or does it work in tandum? If you have a project built on XR Interaction toolkit 1.1.0, should it be updated if you are using Hurricane VR?
Hurricane VR will not be compatible with XR Interaction Toolkit without a lot of custom code. I’d recommend picking one or the other.
I had issues with it and Valve Index controllers. I'm still trying to resolve why the hands are sideways and the instructions on setting up SteamVR do not cover it at all. Its clearly made for oculus users.
would be nice to make vr hurricane vs vrif comparison
I got both (and auto hands). I could make that video this summer :p
@@DevDunkStudio so do I. I think its good content for Justin to make one
Ive got both. Personally I prefer VRIF... just slightly.
You guys that have both... Did you notice any major difference? Looking at HurricaneVR trailer, it seems to handle physics better, not sure if it's more CPU heavy to run. I've just used VRIF and VRTK so far
@@gabrielmarques8657 hurricane does have better physics if you also buy that add-on (forgot the name). By default it's not there fully.
I found it to be harder to work with since it's less flexible than VR IF.
I personally recommend VR IF, VR IT, or a newly released open source framework which I forgot the name for
How is it in terms of performance (hit) and accuracy etc? I have VRIF and that does seem to be a bit hardware intensive, plus with my setup the interactions are a bit wonky when trying them out in Unity play-mode. Wondering if this would be an upgrade or not.
strangely, for me, using open XR the hands position have a wrong rotation, like 90 degrees on the y axis. Any suggestion on why this is happening?
Late reply here, but if anyone reads this, make sure you have the xr rig for open xr, not the other prefab.
What's the difference in starting a VR project from the Hub instead of URP 3D? or 3D?
Hi ! when will there be videos on the asset hurricane vr?
Hey, Nice Video! I was one that requested this as well. Valve Index user here, The fingers don't have an animation for me in any of the Demo's. Guns are " Odd ". The hands when holding guns isn't accurate to where my hands are. It'd be nice to see someone make a " Multiplayer Tutorial " with this. There's very little to nothing about it.
Thought’s on if i should give up on auto hand, bite the bullet and just buy this as well?
VR Interaction Framework is a good one as well to look at
I've been using VRIF but hands were often derpy-feeling. I bought Auto Hand on Justin's recommendation and now I have the same question, should I get Hurricane? Should I combine them both? Exploring these options now.
@@beardordie5308 please let me know if you make a decision. The hands are really nice with auto hand, but hurricanes look good as well, plus the benefit of not having to make an inventory system and such. Idk
Can you do a tutorial for VR interaction asset
Could you show how to rig full body VR with HVR and Final IK? If you do, could you not use the pilot model. Try a model from Maximo, MakeHuman, blender, CC3 or anything else. Would be nice to see how to complete this task from scratch.
This already exists buddy! ruclips.net/video/iCnE7ATObps/видео.html
If in HVRGLOBAL I click "use new input system" my frame rate caps at 75fps, and the movement seems stuttery . Tested this on an existing project and get the same result. Even after unchecking the box the 75 fps cap stays. My existing project is capped at 90fps. When I uncheck the check box and restart the project I get back to 90fps. Using a Rift
Where from can I get demo apk for it without buying? I only found exe files to run on Windows.. I want to run on Quest2.
I definitely want a starter game like this for unreal engine too. As I don’t know how to code C sharp
How does it integrate with oculus quest
Hi Justin. I have been working through your YT vids on Unity. I wonder if you could advise: for a framework, should I go and buy HurricaneVR or Auto Hand? Or is there a different solution that I should look at?
Does unreal have similiar software?
I use another big and popular asset, and I think it's a little better because it offers a lot more ready-made scripts for interacting with the world. Well, most importantly, try the hurricane, stand on a chair, that is, increase your height, you just have the whole world go up. Other than that, it's pretty high quality.
Which one do you use?
@@qualarVR Interaction Framework
@@DenisFomin Do you find this better than Hurricane and Autohands.
years! Let know your questions!
My comment seems to have disappeared, but to answer your question Justin, HVR does live up to its hype. That said, I'm still a novice and easily impressed.
I made a game with this toolset, it was a dream to work with.
it seems like you know a bit about guns do you like them?
I shoot competitively actually!
@@JustinPBarnett I have a VR idea tell me if its a good idea idea: a VR game where you can go on top of stores and houses and go in stores and houses in stores you can find guns and food in houses you can find guns and tools
Also: What's your fav gun
ok now I understand the reason why a lot of Vr games simply look the same. They are all done using this. legit i've seen this inventory system, with those exact same inventory slots in hundreds of different games
this is a great tool don't get me wrong, but it definetely shows now how all games are all virtually the same under the hood
Bro i think walking dead ripped a bunch of their assets from hurricane, either that or other way around. Like half of these are in walking dead saints and sinners vr
Until it’s not as profitable as the shareholders would like.
Does it live up to the hype? In a word 'NO'.