Publisher | DemonDev |
---|---|
File size | 20.14MB |
Number of files | 93 |
Latest version | 1 |
Latest release date | 2018-09-19 12:32:16 |
First release date | 2017-01-03 07:30:35 |
Supported Unity versions | 2018.4.2 or higher |
HTC Vive & Oculus Rift users- Test out VR demo in downloads:
http://badplangames.com/
Features: -Picking up -Dropping -Class system of object types: -Pinch -Hilt -Gun -Sphere -Misc -Each Class has unique animations: -hover -grasp size -Each Class uses different adjustable pick up requirements: -Grab Distance -Hold Point -Held Position -Held Rotation --------------------------------------- Included sample objects: -Left and Right Hand -Sword -Phone -Pen -Desert Eagle Gun -Ak47 Gun -Circlet Crown -Bomb (with fuze lit animation and explosion animation) -Chainsaw -Simple Office Interior Tutorial Can be found at: https://www.youtube.com/watch?v=z2QaK4g5_RI&feature=youtu.be ---------------------------------------- ---------------------------------------- Summary -- Theory of HandsVR: HandsVR works using a lock on system where hands will indicate the ability to pick up something by hovering over it and playing the corresponding Preparation animation such as a hand opening up to pick up a sword. Then when the user presses the trigger the object is parented to the hand either at a specific position and rotation or a dynamic one based on the acceptable pick up angle and grab distance. A specific position might be used for something like a pen that you would want to pick up into a drawing orientation. A more dynamic pick up might be used for a sword so you can pick up the sword from any side of the hilt or a spherical object that you would want to pick up from any side like an apple or snowball. This solves the core problem with hand visuals in Virtual Reality because you want clear feedback to the user that they can pick something up, but having hand animations for every single pickupable object is a nightmare especially when trying to align it from any angle. You can use the grab distance to give the user the ability to pick up objects with bigger hitboxes making things like catching falling objects out the air suddenly much easier, but without the problem of parenting the objects too far from the hand mesh that it would look weird. The hands are also rotated to match the feel of your hands in the real world so the process of picking things up feels natural. The Pickup component script can be setup on any object so it's easy to extend any kind of object past the example objects that are included and already setup to show how it works. ---------------------------------------- Upgrade to the advanced tool here: https://www.assetstore.unity3d.com/#!/content/102839?aid=1101lJPa
http://badplangames.com/
Features: -Picking up -Dropping -Class system of object types: -Pinch -Hilt -Gun -Sphere -Misc -Each Class has unique animations: -hover -grasp size -Each Class uses different adjustable pick up requirements: -Grab Distance -Hold Point -Held Position -Held Rotation --------------------------------------- Included sample objects: -Left and Right Hand -Sword -Phone -Pen -Desert Eagle Gun -Ak47 Gun -Circlet Crown -Bomb (with fuze lit animation and explosion animation) -Chainsaw -Simple Office Interior Tutorial Can be found at: https://www.youtube.com/watch?v=z2QaK4g5_RI&feature=youtu.be ---------------------------------------- ---------------------------------------- Summary -- Theory of HandsVR: HandsVR works using a lock on system where hands will indicate the ability to pick up something by hovering over it and playing the corresponding Preparation animation such as a hand opening up to pick up a sword. Then when the user presses the trigger the object is parented to the hand either at a specific position and rotation or a dynamic one based on the acceptable pick up angle and grab distance. A specific position might be used for something like a pen that you would want to pick up into a drawing orientation. A more dynamic pick up might be used for a sword so you can pick up the sword from any side of the hilt or a spherical object that you would want to pick up from any side like an apple or snowball. This solves the core problem with hand visuals in Virtual Reality because you want clear feedback to the user that they can pick something up, but having hand animations for every single pickupable object is a nightmare especially when trying to align it from any angle. You can use the grab distance to give the user the ability to pick up objects with bigger hitboxes making things like catching falling objects out the air suddenly much easier, but without the problem of parenting the objects too far from the hand mesh that it would look weird. The hands are also rotated to match the feel of your hands in the real world so the process of picking things up feels natural. The Pickup component script can be setup on any object so it's easy to extend any kind of object past the example objects that are included and already setup to show how it works. ---------------------------------------- Upgrade to the advanced tool here: https://www.assetstore.unity3d.com/#!/content/102839?aid=1101lJPa