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Vive Grip helps you to highlight, grab, and interact with game objects using SteamVR. It leverages Unity's physics engine with a simple interface that abstracts the powerful ConfigurableJoint component.
Examples are included for creating weighted objects, levers, dials, guns, and more. See the package directory for package details, quick start instructions, and tutorials. See the examples directory for example usage and scenes. See the API doc for the code tools summarized. See the Releases directory for unitypackage files.
If you like Vive Grip and want to show your support, please check out the Asset Store page. It's an easy way to show your appreciation and get stable updates with Asset Store integration. I also love it when you leave a rating or review because it helps other people find the project. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Sign up. Physics-based grabbing for SteamVR development in Unity.
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Latest commit Fetching latest commit…. Why use Vive Grip? Fully supports Unity's physics systems for realistic interactions Intuitive set up with plenty of configurable Inspector options Supports HTC Vive, Oculus Rift, Windows Mixed Reality, and more Extensive plugin system to do custom logic on interactions and grab events Joyful experience for both devs and players Support If you like Vive Grip and want to show your support, please check out the Asset Store page.
You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window. Get Device after the scene starts. Jun 23, Release for v2. May 10, Update to Unity Feb 8, Adding meta files.
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This is very early alpha and does not offer much functionality at present. Also, expect builds to break older versions as things are changing fast at this stage, it will settle down when the project reaches a beta stage. This canvas adds a frames per second text element to the headset. To use the prefab it must be placed into the scene then the headset camera needs attaching to the canvas:. There are a number of parameters that can be set on the Prefab.
Pressing the trigger generates a new sphere and pressing the touchpad generates ten new spheres. Eventually when lots of spheres are present the FPS will drop and demonstrate the prefab. The Controller Actions script provides helper methods to deal with common controller actions. The following public methods are available:.
The Controller Events script is attached to a Controller object within the [CameraRig] prefab and provides event listeners for every button press on the controller excluding the System Menu button as this cannot be overriden and is always used by Steam. When a controller button is pressed, the script emits an event to denote that the button has been pressed which allows other scripts to listen for this event without needing to implement any controller logic.
The script also has a public boolean pressed state for the buttons to allow the script to be queried by other scripts to check if a button is being held down. When a controller button is released, the script also emits an event denoting that the button has been released. The controller touchpad has two states, it can either be touched where the user simply presses their finger on the pressure sensitive pad or it can be clicked where the user presses down on the pad until it makes a clicking sound.
There are two additional events emitted when either the Touchpad axis or the Trigger axis change their value which can be used to determine the change in either of the axis for finer control such as using the Touchpad to move a character, or knowing the pressure that the trigger is being pressed.
The Trigger Axis is reported via the buttonPressure payload variable which is updated on any Controller Event. Any other button press will report a button pressure of 1 or 0 as all other buttons are digital they are either clicked or not clicked but because the Trigger is analog it will report a varying button pressure.
The amount of fidelity in the changes on the axis can be determined by the axisFidelity parameter on the script, which is defaulted to 1. Any number higher than 2 will probably give too sensitive results. There are also common action aliases that are emitted when controller buttons are pressed.
Interaction System from The Lab
These action aliases can be mapped to a preferred controller button. The aliases are:. Each of the above aliases can have the preferred controller button mapped to their usage by selecting it from the drop down on the script parameters window.
When the set button is pressed it will emit the actual button event as well as an additional event that the alias is "On". When the set button is released it will emit the actual button event as well as an additional event that the alias button is "Off".Home Discussions Workshop Market Broadcasts.
Change language. Install Steam. Store Page.
SteamVR Store Page. It is only visible to you. If you believe your item has been removed by mistake, please contact Steam Support. This item is incompatible with SteamVR. Please see the instructions page for reasons why this item might not work within SteamVR. This item will only be visible to you, admins, and anyone marked as a creator. This item will only be visible in searches to you, your friends, and admins.
Warning - this guide may contain spoilers! I recommend trying to find the items first and only using this guide if you are really stuck.
This item has been added to your Favorites. Created by. Guide Index. Explaining Trophies. Main Quests In-game Items Pt.
Advanced VR Interactions in Unity Tutorial
Winter Peak Holiday Hat Quests. Exclusive Headset Items. Weekly Geocaching Quests. Weekly Geocaching Items Pt. Halloween Items - Bag Masks. Halloween Items - Team Fortress 2. Unlocked By Playing Free Games. Fallout 4 VR Collectables. Below I'm going to show you where you can find all the items from the quests. First I'll explain the way trophies work and why some of them may look different.
In this part of the guide I will show you how to find each item and complete each quest in SteamVR Home. And if you haven't already, I would recommend downloading the Valve Environments Collectionsince you will need it if your going to unlock everything. Pop Zapper Quest - Visit 10 Environments. Now go and enjoy the items you have just unlocked! Each week 5 new geocaching quests will be available for you to complete. All you need to do for these is to subscribe and then visit the location where the cache quest is.
Then equip the cache finder pictured below and go around scanning the ground like you would if you were using a metal detector, by pulling the trigger on the Vive controller.GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together.
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This is expected. The issue is when you press the SteamVR button, SteamVR sets the game object that the controllers are on to disabled, this calls the OnDisable action on the script and in OnDisable it forces the drop of the object.
The reason for this is, if your battery dies on your controller then your controller would go off but you dont want the grab to stay active. Skip to content. Dismiss Join GitHub today GitHub is home to over 40 million developers working together to host and review code, manage projects, and build software together. Sign up. New issue.
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Sign in to comment. Linked pull requests. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window.First, download the materials for this chapter using the Download Materials button at the top or bottom of this page. In Unity, open the starter project for this tutorial and look at the Project window. As you can see, this project comes pre-loaded with many assets:. This will serve as the parent for the different SDK setups.
This helps position the camera correctly. Select them all separately and assign the appropriate value to Quick Select for each one:. This serves as the base teleport method for all scenes unless specified otherwise.
You can leave the variables at their defaults. This will add a straight pointer to your left controller which you can use to teleport. Test if everything works correctly by taking a look around the scene with your preferred headset. If you find any issues, backtrack through this section and compare the steps with what you have.
You may remember him from Unity Games by Tutorials! Now create the target for the knight by adding a new, empty GameObject as a child of Object Tooltips. Change the Position of ObjectTooltip to X Notice the last three differ between the Vive and the Rift. The Object Tooltips are hidden for all empty text fields.
In some cases, you might want an object to be fixed to a controller. Or you might want to replace an object with another one after you grab it. Think guns, swords and boxing gloves, for example. You can even automatically grab a GameObject or cloned prefab right at the start of the scene. This is what happens when you spill a bottle of glue on your tank! Drag the TankFigure onto the new folder to turn it into a prefab. Leave everything at their default values and press the Setup selected object s button at the bottom.
Change its Position to X:8, Y At the moment, the pistol is a tad too big and not positioned correctly. Leave everything at their default values and hit the Setup selected object s button. Right now, it behaves exactly like the tank. Test out the scene and see if the controller disappears when you grab the pistol. The reason for this is because GameObjects are attached to your controller at the angle you started grabbing them.
Set its Position to X:0, Y Notice how the handle is rotated 75 degrees on the x-axis? This is important to remember if you want to position snap handles correctly for objects with a grip like guns, swords and other objects. The pistol is now aligned to your hand in a more natural position and will follow your hand rotation. The controller itself is also hidden. This can automatically grab any interactable objects from the scene or an instantiated prefab.Home Discussions Workshop Market Broadcasts.
Change language. Install Steam. SteamVR Developer Hardware. Global Achievements. Apologies if this is a little bit of a noob question but we are scratching our heads looking in the controller scripts to find where is the code block that allows us to interact with gameObjects. As in pick them up using the controllers.
Last edited by PulseVR ; 24 Nov, pm. Showing 1 - 5 of 5 comments. I'm not a Unity developer, but one example of interaction is monitoring for a trigger squeeze when near a game object. You'll have to write your own system to handle this ultimately; every game is different and I don't think it makes sense that valve would include this. Pretend you are using a mouse or a gamepad to pick something up - how would you write that for your game?
Via spherecast? Or does the hand simply have a physics collider on it where you scoop things up? You'll have to write this system to behave well within the constraints of your particular game. Two examples that are slightly different: I believe Job Simulator does this as well, but for our game Fantastic Contraption, we've attached a sphere with an "istrigger" collider to it to the hands.
This detects what your hand is "near" to. In FC, When pulling the trigger, we effectively parent the object to your hand, so it starts following your hand around. In FC, we don't have physical colliders on the hands so they pass through objects that aren't being held. In Job Simulator you can "push" and egg off the table without holding down the trigger. Last edited by SnugglePilot ; 23 Nov, pm. I already use a trigger collider for sending touch messages, so for grabbing I use Physics. OverlapSphere to check for the closest 'draggable' object within a certain range when the trigger is pulled.
Then I use a fixed joint to attach that object to the controller. Last edited by railboy ; 25 Nov, am. It's a pretty neat system involving adding a joint to the object when it collides with the controller to attach it.
Thank you guys for some real helpful pointers. We are looking into various methods this week. Per page: 15 30 Date Posted: 23 Nov, am. Posts: 5. Discussions Rules and Guidelines. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts.
All rights reserved.It lets you step into virtual worlds and experience it as yourself instead of through an on-screen avatar. Download the materials for the project using the Download Materials button at the top or bottom of this tutorial, unzip it somewhere and open the starter folder inside Unity. Look at the contents of RW in the Project window:. Once the store loads, type SteamVR in the search field at the top and click Enter.
Scroll down a bit to see a selection of assets. Click SteamVR Plugin to open its store page:. Click Download and give it a moment. Click Import at the bottom-right corner of this window to import the package:. Click the button that reads I Made a Backup to let the editor update and recompile the scripts. This is part of the SteamVR plugin; it shows which editor settings you can improve to maximize performance and compatibility.
Since the starter project is already well optimized, the only recommendation here is to disable the resolution dialog. Click Accept All to perform all of the recommended changes. Close the Asset Store and switch back to the Scene view. Open the SteamVR folder and look at the folders inside.
Put your HMD in reach, turn on the controllers and start the scene. Take both controllers and swing them around a bit. Once the SteamVR plugin detects the controllers, it creates these virtual versions. The controllers are mapped to the two Controller children of [CameraRig] :. Now, while still running the scene, select Camera in the Hierarchy and carefully pick up your head-mounted display by the top strap. Move and rotate it a bit and watch the Scene view:. Camera is linked to the head-mounted display and precisely tracks every real-life movement and rotation.
Now, put the head-mounted display on your head, grab the controllers and look and walk around a bit to get a feel for the room.
To add functionality beyond movement tracking, you need to do some scripting.