ForceFeedbackVR
Test to use Unity physics to interact in VR (see https://www.youtube.com/watch?v=PfATr7v0IbE)
Install / Use
/learn @gizmhail/ForceFeedbackVRREADME
ForceFeedbackVR
Tests to use Unity physics to interact in VR Based on Oculus SDK (but adaptable to any one)
Principle for a physics/VR object
- create a copy of the grabbable object, that is NOT kinematic, and hidden by default
- have those 2 versions in separate collision mask layers
- without collision, have the the copy follow the original, grabbed, object
- on a collision
- make the grabbed object translucent (ghosty aspect)
- display the copy
- add forces to it so that the original grabbed point attracts the same point on the copy
- add vibrations based on collision hit point distance between the original and the copy
Install
- clone
- open with Unity 2018.3.x
- import Oculus integration asset: https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022
Demonstration video
- first try: https://www.youtube.com/watch?v=PfATr7v0IbE
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