Category: Implementation

You may have noticed that many of my latest posts are not quite about virtual time travel. Instead they discuss  the technical challenges you meet in virtual reality software design. I have decided to create a better place for them …

Virtual Reality software components move to Passer VR Read More »

Tagged with: , , , ,

The VR Body Movements script has been extended to support up to 5 trackers. This will enable support for the upcoming Oculus Rift Development Kit 2 and the full 5-tracker Sixense STEM system bundle. Of course, the SDK’s of both products …

VR Body Movements v2 prepares for Rift DK2 and Sixense STEM Read More »

Tagged with: , , , , ,

In a previous article I wrote about grabbing objects and moving them around,using Unity3d in a virtual reality environment but not everything in the world can be moved around. Therefore I will be discussing how you can deal with your …

Virtual hands and static object collisions Read More »

Tagged with: , , ,

In this first post on virtual hands in Unity I will explain the basics of picking up objects. What do you need to include in your gameobjects, how to setup the colliders and make the objects follow your hands.

Tagged with: , , ,

This weekend I posted a video showing off the recent techniques I have implemented for body movement based on the Razer Hydra (or STEM or any other 1- or 2-point hand tracking system).

Tagged with: , , , , , ,