![MikeNspired](/img/default-banner.jpg)
- 35
- 214 967
MikeNspired
Registrace 17. 10. 2015
VR Console Log Trailer & Documentation
Take a closer look at the VR Console Log System, a practical tool designed to facilitate debugging within VR environments. This system is compatible with Meta Quest and Unity's XR Interaction Toolkit, and this video provides a clear guide on how to use it to its full potential.
assetstore.unity.com/packages/tools/utilities/vr-console-log-283487
🎥 Video Breakdown with Chapters:
0:00 - Trailer: Preview the VR Console Log System in action.
1:03 - Introduction: Overview of the VR Console Log System and its features.
1:35 - Meta Setup: Step-by-step guide to integrating the system with Meta Quest.
4:09 - XR Toolkit Setup: Instructions on setting up the system with the XR Interaction Toolkit.
5:13 - Console Settings: How to customize and effectively use the console settings.
#VRDevelopment #Unity3D #MetaQuest #XRToolkit #VirtualReality #GameDev
👉 Don't forget to like, subscribe, and hit the notification bell for more updates on VR development tools. Drop your questions or feedback in the comments below to join the discussion!
assetstore.unity.com/packages/tools/utilities/vr-console-log-283487
🎥 Video Breakdown with Chapters:
0:00 - Trailer: Preview the VR Console Log System in action.
1:03 - Introduction: Overview of the VR Console Log System and its features.
1:35 - Meta Setup: Step-by-step guide to integrating the system with Meta Quest.
4:09 - XR Toolkit Setup: Instructions on setting up the system with the XR Interaction Toolkit.
5:13 - Console Settings: How to customize and effectively use the console settings.
#VRDevelopment #Unity3D #MetaQuest #XRToolkit #VirtualReality #GameDev
👉 Don't forget to like, subscribe, and hit the notification bell for more updates on VR development tools. Drop your questions or feedback in the comments below to join the discussion!
zhlédnutí: 103
Video
Unity XR Expertise: Elevate Your Climbing Mechanics with C# Part 2
zhlédnutí 109Před 8 měsíci
Welcome back to Part 2 of our in-depth guide on mastering climbing mechanics in Unity XR, this time with a focus on visual enhancements and 3D UI utility scripts. 🔍 What You'll Learn in This Video: Visualizing Stamina: Learn how to add engaging visual elements to the stamina controller for a more immersive VR experience. 3D UI Development: Dive into creating utility scripts that will streamline...
Unity XR Expertise: Elevate Your Climbing Mechanics with C# Part 1
zhlédnutí 183Před 8 měsíci
Welcome to our comprehensive guide on mastering climbing mechanics in Unity XR, specially crafted for game developers eager to expand their skills with the XR Toolkit. 🔍 What You'll Learn: Advanced Unity XR Techniques: Follow our step-by-step guide to enrich the climbing experience in your VR projects. Intermediate to Advanced C# Scripting: Delve into the nuances of C# to create more intricate ...
Installing Unity XRI Starter Kit (Interaction Toolkit 2.3)
zhlédnutí 2KPřed rokem
This video shows how to get up and running with the XRI Starter kit that is utilizing Unity XR Interaction Toolkit 2.3, and how to also get around the dreaded package cache invalidated warning. Link to asset store: assetstore.unity.com/packages/tools/game-toolkits/xri-starter-kit-170222 Link to GitHub github.com/mikeNspired/XRI-Starter-Kit
UnityXR Toolkit HandPoser + Starter Kit Trailer
zhlédnutí 1,3KPřed 3 lety
Link to UnityXR Hand Poser Starter Kit: assetstore.unity.com/packages/slug/170222 MUSIC: "The Investigation" - Artem Grebenshchikov LINK: www.argsound.com XR Hand Poser XR Starter Kit XR Hand Poser is a hand posing solution asset built for UnityXR Interaction Toolkit, specifically for virtual reality. This asset only relies on UnityXR and requires no third-party tools or assets. You can easily ...
UnityXR Alyx Distance Grabbing Change Color XR Starter Kit
zhlédnutí 577Před 4 lety
This is a quick video on how to change the color of the Alyx style distance grabber. Link to UnityXR Hand Poser Starter Kit: assetstore.unity.com/packages/tools/integration/xr-hand-poser-170222
UnityXR Jittery/Lagging Grabbables. 3 Ways to fix.
zhlédnutí 3KPřed 4 lety
This is a generic tutorial about the UnityXR toolkit, but 100% applies to the handposer. First Way: Dealing with Rigidbody center of mass. Second Way: Increase Physics timestamp Third Way: Changes InteractionManager to use update Instead of FixedUpdate Link to UnityXR Hand Poser: assetstore.unity.com/packages/tools/integration/xr-hand-poser-170222
Setup/Overview Part 2: Rigs, Buttons, Layers
zhlédnutí 238Před 4 lety
In this video, I talk about how to configure your rigs for different controllers and getting the buttons from them. I also talk about the teleport layer and layers on the weapons. Link to UnityXR Hand Poser: assetstore.unity.com/packages/tools/integration/xr-hand-poser-170222
UnityXR HandPoser Initial Project Setup
zhlédnutí 396Před 4 lety
Basic Initial project setup when first importing. How to setup UnityXR Action Trigger to set objects to single click to grab or holding the grab button to hold objects. Link to UnityXR Hand Poser: assetstore.unity.com/packages/tools/integration/xr-hand-poser-170222
UnityXR Hand Poser Switch Hand Model Tutorial
zhlédnutí 2,5KPřed 4 lety
Tutorial walking through the steps to switch from the robot hands that come with the asset, and switching to the steamVR hands. Link to UnityXR Hand Poser: assetstore.unity.com/packages/tools/integration/xr-hand-poser-170222 Link to a zip I uploaded containing the hands. drive.google.com/file/d/1ggP8SoqcOqAm7E2Sn5KDwBar82ggl69U/view?usp=sharing Hands come from SteamVR: assetstore.unity.com/pack...
UnityXR Interaction Toolkit Hand Poser Quick Tutorial
zhlédnutí 1,4KPřed 4 lety
Very quick tutorial put together to get my asset on the Unity Asset store. A real tutorial and product overview will be released soon. Link to UnityXR Hand Poser: assetstore.unity.com/packages/tools/integration/xr-hand-poser-170222
Unity 5.6: NodeCanvas Intermediate[3] : Transition Into Next State -- Behavior Tree
zhlédnutí 4,5KPřed 7 lety
Transition into the next state. This tutorial will lead into an advanced AI course as time goes on, about how to implement a enemy AI with a range attack that can take cover without predetermined spots by dynamically finding them. Along with normal combative AI. This is a new tutorial series for NodeCanvas Behavior Trees in Unity. nodecanvas.paradoxnotion.com/ www.assetstore.unity3d.com/en/#!/c...
Unity 5.6: NodeCanvas Intermediate[0][1] : RE-Explanation Of THIS playlist Series -- Behavior Tree
zhlédnutí 3,2KPřed 7 lety
In this video I try to explain what the goal of this "Intermediate" Nodecanvas tutorial series is. Having Finite state machines with modular nested behavior trees for quick AI creation in future projects. This tutorial will lead into an advanced AI course as time goes on, about how to implement a enemy AI with a range attack that can take cover without predetermined spots by dynamically finding...
Unity 5.6: NodeCanvas Intermediate[2] : Setup IdleWalk Tree -- Behavior Tree
zhlédnutí 4,2KPřed 7 lety
Setup the beginning parts of the IdleWalkTree and character collision. This tutorial will lead into an advanced AI course as time goes on, about how to implement a enemy AI with a range attack that can take cover without predetermined spots by dynamically finding them. Along with normal combative AI. This is a new tutorial series for NodeCanvas Behavior Trees in Unity. nodecanvas.paradoxnotion....
Unity 5.6: NodeCanvas Intermediate[1] : FSM Setup -- Behavior Tree
zhlédnutí 7KPřed 7 lety
Unity 5.6: NodeCanvas Intermediate[1] : FSM Setup Behavior Tree
Unity 5.6: NodeCanvas Intermediate[0] : Scene Setup -- Behavior Tree
zhlédnutí 4,4KPřed 7 lety
Unity 5.6: NodeCanvas Intermediate[0] : Scene Setup Behavior Tree
10.5 NodeCanvas: Whats Next - Unity 5.6 Behavior Trees
zhlédnutí 3,1KPřed 7 lety
10.5 NodeCanvas: Whats Next - Unity 5.6 Behavior Trees
10. NodeCanvas: Finish into Traps - Unity 5.6 Behavior Trees
zhlédnutí 3,1KPřed 7 lety
10. NodeCanvas: Finish into Traps - Unity 5.6 Behavior Trees
9. NodeCanvas: Filter Node - Unity 5.6 Behavior Trees
zhlédnutí 3,7KPřed 7 lety
9. NodeCanvas: Filter Node - Unity 5.6 Behavior Trees
8. NodeCanvas Enemy Chasing Player Unity 5.6 Behavior Trees
zhlédnutí 5KPřed 7 lety
8. NodeCanvas Enemy Chasing Player Unity 5.6 Behavior Trees
7. NodeCanvas Binary Selector Check Trigger Unity 5.6 Behavior Trees
zhlédnutí 4,7KPřed 7 lety
7. NodeCanvas Binary Selector Check Trigger Unity 5.6 Behavior Trees
6. NodeCanvas Detecting Player With Conditional TriggerCheck Unity 5.6 Behavior Trees
zhlédnutí 6KPřed 7 lety
6. NodeCanvas Detecting Player With Conditional TriggerCheck Unity 5.6 Behavior Trees
5. NodeCanvas Moving Player with Input task Unity 5.6 Behavior Trees
zhlédnutí 6KPřed 7 lety
5. NodeCanvas Moving Player with Input task Unity 5.6 Behavior Trees
4. NodeCanvas Iterating through lists Unity 5.6 Behavior Trees
zhlédnutí 7KPřed 7 lety
4. NodeCanvas Iterating through lists Unity 5.6 Behavior Trees
3. NodeCanvas Basic Patrolling with Way Points Unity 5.6 Behavior Trees
zhlédnutí 10KPřed 7 lety
3. NodeCanvas Basic Patrolling with Way Points Unity 5.6 Behavior Trees
2. NodeCanvas Connect Nodes Using Sequencer Unity 5.6 Behavior Trees
zhlédnutí 11KPřed 7 lety
2. NodeCanvas Connect Nodes Using Sequencer Unity 5.6 Behavior Trees
1. NodeCanvas "Hello World" Unity 5.6 Behavior Trees
zhlédnutí 26KPřed 7 lety
1. NodeCanvas "Hello World" Unity 5.6 Behavior Trees
BLTOUCH Final Part 5- Complete Configuration
zhlédnutí 14KPřed 8 lety
BLTOUCH Final Part 5- Complete Configuration
Glad to see you posting again Mike, is that an update to your XRI Starter Toolkit I see? 😍
Where is this available?
It's almost approved in the store. I'll send you a code when it is to try it out
You deserve more subs...
Thankyou! I really appreciate the comment.
In 2024 this videos are still more useful, than all official Node Canvas documentation and channel. Thank you very much for this series
Hey, is part 3 still coming? I’m making a small vr game for a Uni project and a zipline/grappling hook would be exactly what I need. I tried some solutions myself but couldn’t get it to work. I’m new to unity so this video would be perfect
Oh wow someone watched this! I knew the tutorial was not going to be popular, but i didnt think it would do so bad, so I didnt film part 3. I might have time to do it this weekend if you really needed it and wanted to learn how I did it, or I could send you the scripts for it.
@@mikenspired Hey, thanks for the response. Yeah it seems this topic is pretty niche so please don’t make the video just for me. But If you could send me the scripts that would be more than enough and a big help!
using UnityEngine; using UnityEngine.XR.Interaction.Toolkit; using System.Collections; using Unity.XR.CoreUtils; public class ClimbInteractableMover : MonoBehaviour { [SerializeField] private Transform startPosition, endPosition; [SerializeField] private ClimbInteractable climbInteractable; [SerializeField] private float movementSpeed = 1.0f; [SerializeField] private AnimationCurve forwardAnimCurve = AnimationCurve.Linear(0f, 1f, 1f, 1.5f); [SerializeField] private AnimationCurve returnAnimCurve = AnimationCurve.Linear(0f, 1f, 1f, 1); private float m_MovementThreshold = 0.01f; private Coroutine m_MovementCoroutine; private Vector3 m_Offset; private XROrigin m_XRRig; private void Awake() { OnValidate(); CheckVariables(); climbInteractable.selectEntered.AddListener(OnGrab); climbInteractable.selectExited.AddListener(OnRelease); m_Offset = transform.position - startPosition.position; } private void OnValidate() { if (!climbInteractable) TryGetComponent(out climbInteractable); } private void CheckVariables() { if (!climbInteractable) { Debug.LogError($"{gameObject.name}: {nameof(ClimbInteractable)} component not found"); enabled = false; } if (!startPosition || !endPosition) { Debug.LogError($"{gameObject.name}: Start or End Position not set", this); enabled = false; } } private void OnRelease(SelectExitEventArgs args) => m_XRRig = null; // Stop moving the player private void OnGrab(SelectEnterEventArgs args) { m_XRRig = args.interactorObject.transform.GetComponentInParent<XROrigin>(); ReleaseOtherHandIfGrabbingClimbable(); StartMovement(); } private void ReleaseOtherHandIfGrabbingClimbable() { var currentInteractor = climbInteractable.firstInteractorSelecting.transform.GetComponent<XRDirectInteractor>(); var otherHand = m_XRRig.GetComponent<RigComponents>().GetOtherDirectInteractor(currentInteractor); if (!otherHand.hasSelection) return; var otherClimbInteractable = otherHand.firstInteractableSelected as ClimbInteractable; if (otherClimbInteractable != null) climbInteractable.interactionManager.SelectExit((IXRSelectInteractor)otherHand, otherClimbInteractable); } private void StartMovement() { if (m_MovementCoroutine != null) StopCoroutine(m_MovementCoroutine); m_MovementCoroutine = StartCoroutine(MoveToPosition(endPosition, forwardAnimCurve, true)); } private void ReturnToStart() { if (m_MovementCoroutine != null) StopCoroutine(m_MovementCoroutine); m_MovementCoroutine = StartCoroutine(MoveToPosition(startPosition, returnAnimCurve, false)); } private IEnumerator MoveToPosition(Transform targetPosition, AnimationCurve curve, bool movePlayer) { Vector3 startingPosition = transform.position; Vector3 targetWithOffset = targetPosition.position + m_Offset; Vector3 lastPosition = transform.position; float totalDistance = Vector3.Distance(startingPosition, targetWithOffset); float distanceCovered = 0f; while (Vector3.Distance(transform.position, targetWithOffset) > m_MovementThreshold) { float speedFactor = curve.Evaluate(distanceCovered / totalDistance) * movementSpeed; distanceCovered += Time.deltaTime * speedFactor; transform.position = Vector3.Lerp(startingPosition, targetWithOffset, distanceCovered / totalDistance); UpdatePlayerPosition(movePlayer, ref lastPosition); yield return null; } transform.position = targetWithOffset; UpdatePlayerPosition(movePlayer, ref lastPosition); while (m_XRRig) yield return null; if (targetPosition == endPosition) ReturnToStart(); // Automatically return to start } private void UpdatePlayerPosition(bool movePlayer, ref Vector3 lastPosition) { if (!m_XRRig || !movePlayer) return; Vector3 movement = transform.position - lastPosition; m_XRRig.transform.position += movement; lastPosition = transform.position; } }
It's been a while but, on the climb Interactable, under climb configuration, I did override the climb settings and disabled Allow Free X movement I believe. Let me know if you have any issues. I know i had some problems getting it to work how I wanted it to be like, because they made this method private on the Climb Provider, so I had to cut the tutorial short , I'm hoping they make this protected eventually. void StepClimbMovement(ClimbInteractable currentClimbInteractable, IXRSelectInteractor currentInteractor) { var xrOrigin = system.xrOrigin?.Origin; if (xrOrigin != null) { // Move rig such that climb interactor position stays constant var activeClimbSettings = GetActiveClimbSettings(currentClimbInteractable); var allowFreeXMovement = activeClimbSettings.allowFreeXMovement; var allowFreeYMovement = activeClimbSettings.allowFreeYMovement; var allowFreeZMovement = activeClimbSettings.allowFreeZMovement; var rigTransform = xrOrigin.transform; var interactorWorldPosition = currentInteractor.transform.position; Vector3 movement; if (allowFreeXMovement && allowFreeYMovement && allowFreeZMovement) { // No need to check position relative to climbable object if movement is unconstrained movement = m_InteractorAnchorWorldPosition - interactorWorldPosition; } else { var climbTransform = currentClimbInteractable.climbTransform; var interactorClimbSpacePosition = climbTransform.InverseTransformPoint(interactorWorldPosition); var movementInClimbSpace = m_InteractorAnchorClimbSpacePosition - interactorClimbSpacePosition; if (!allowFreeXMovement) movementInClimbSpace.x = 0f; if (!allowFreeYMovement) movementInClimbSpace.y = 0f; if (!allowFreeZMovement) movementInClimbSpace.z = 0f; movement = climbTransform.TransformVector(movementInClimbSpace); } rigTransform.position += movement; } }
@@mikenspired thank you!
Heya! would this work if you had a full body ik character?
Hello! Not sure if you still check the comments on this, but I'm trying to move over to OpenXR from the old SteamVR unity plugin. Does this still have/work with the script for SquishToys that the SteamVR plugin had?
*promo sm* 🙋
Oh wow, great video thank you so much for showing me that, it really helped me!
6 years lader, new Node Canvas User here, love these!
move to target position does not exists on latest version :(
Is this why Boneworks, bonelab, h3vr and now vertigo 2 jitter?? I get 90fps locked in the game and frame times are well below 11ms yet there is stutter in hand movements etc. I get this in all unity games it seems ,-( ive also owned a valve index, Pimax 8kx and now a pico 4 and i get it in all of them, very frustrating.
Very happy to see work expanding use of the XR Interaction Toolkit, and for free is just awesome. Thanks!
What happened to the Asset in the store?
@@mikenspired please, also why not use some sort of discord/ community approach to delegate some upgrades, yours looks very very advanced for the time it was made, regards
@@RealformStudioXR The asset is back on the store for free now. assetstore.unity.com/packages/tools/game-toolkits/xri-starter-kit-170222
@@mikenspired Thanks will check this out sooner as possible, thanks for share with the world
Have you known HTN? I'm curious if you can use NodeCanvas to implement it.
also interested to see if this is possible
I wonder why this isnt an issue when using the SteamVR plugin. I guess I will take a look at the scripts they made.
Some actions are flimsy. Like trigger stay doesn't work when you start with enemy inside trigger.
That's a regular Unity behaviour. Nothing to do with the Asset. A Trigger needs to be entered/collided with for OnTriggerStay to be called. If you simply spawn something into a Trigger, it won't register. This is due to Triggers being part of the physics system using collisions.
Hi sir, I am really interested in this easy way to say "Hello world" LOL. So, Is it possible to apply this Node Canvas with a Testing Test-Driven Development with the Unity Test Runner?
I dont think so. I write tests for all of my unity code at my day job, and I'm not sure what you would even be thinking? Since test driven development is usually unit tests, those units that you might be testing are already nodes that you wouldn't write tests for. Sounds more like you would be writing integration tests for your AI to make sure its still running the expected behavior if you make changes.
Thanks man, your tutorials were realy good You teached us some nice basics :) It's now time for us to fly by our own wings x)
It may be 3 years old and incomplete, but it is hands down the best tutorial I've found for FSMs and BehaviourTrees with NodeCanvas. I've learned more in the sort amount of time to watch all these tutorials than I have in a week of reading the docs and watching other videos.
Does it work the same way in the more recent version of Unity, eg 2019.4.16f1?
for the ones wondering where "move to target position" is, search for "seek (vector 3)"
Awesome! This is useful information!
man i just want to let you know that this is one of the best tutorials series ive used. ive started a new job and the first thing i have to do is learn node canvas and these tuts are honestly amazing
Thankyou!! Sadly I never finished it, but hopefully it got you going.
@@mikenspired it really did i would have loved to get some insight into linking my own scripts to node canvas cause its been a real struggle
Bought! Amazing asset and waiting for new update! You have done an amazing job here.
Oh Its leap motion:( I thought touch controlers
Yeah sorry! This was back 5-6 years ago when I made this. I don't think vive was even out yet when I was working on this, I remember buying the second devkit which had no controllers. This was a college project.
Think you got potential to be a good dev for shooting games!
Hi, looks good! Will be installing it later this day
Because of these tutorials, I choose NC for my personal project instead of BD :). Thanks.
Hi. I have one more query regarding "VR custom hand" . Assume I play VR with the default hand which is white color. Now I want to change my hand color when I touch my default VR hand with a yellow color object and once I touch I wanted my default white color hand to change to yellow color as well. How to do that? Do you have a tutorial for that?
Hey man, I really love your asset! Any update on when you'll release a new update and what will be in it?
Hey!!! Sorry, the dear old normal life tragedies we all go through one day happened, and I'm finally just pulling life back together. So hopefully in the next week I'll get a new update out.I see the new toolkit also just came out so its a perfect time for me to get back on it. Incase you don't know, any of Valems or VR with Andrew tutorials work with the handposer since they are using the UnityXR toolkit also.
@@mikenspired No worries man, take all the time you need! I am looking forward to it 👍🏼
Wouldn't it be nice if we could code in real life for enemy attacking.
for beginner, better learn code. for me boring with code for years, now I have fun with this.
This is old but thank u for what you do
You should look at tarot cards and make a game out of it. Its a story. You would like it!
Updated the materials, but a lot of them a still ping, the whole scene is lagging violently for some reason
When I load the project everything is purple. Seems like URP-related issue
Correct. This project uses the Normal Pipeline. You need to go through the process of upgrading a project to URP. Just a click of a button, but some particles, and the lighting will look bad.
WIll it work with 2020.1?
Yes I use 2020.1, I am always on the latest version of Unity
For anyone needing the OpenVR beta (for index/Vive) it's here: github.com/ValveSoftware/unity-xr-plugin/releases/tag/installer (download the unitypackage, import and tick 'Open VR Loader' on the XR Plugin Management tab)
"What's texts?" at the end got me 🤣
Haha. I just listened to that like 4 times... I wonder if I meant to leave that.
@@mikenspired Haha I repeated it more than that. It was really funny! I'm still in the midst of watching all your NodeCanvas tuts. I really like your tut style :) Do you have discord channel for your youtube?
Thanks, works like a charm :D
Hey quick question! I love your asset but I was wondering if you could work up a script for example where you can have multiple grab points. So if you were to grab a pole it would be able to rotate and position up and down depending on where you grab it! I would be happy to pay for it as well!
Hey, no need to pay anything for requests. They just go in my list of things to do. I'm making a joystick/lever for someone next, but I can get to your request after. Can you describe how that's different than the Halberd you can grab right now? Can you describe the situation you would be using that in?
MikeNspired Tutorials Ok so for my vr game I decided to switch to the steamvr toolkit for a while since i was having openvr issues and constant crashes and I was planning on switching back for a little bit but I was unaware that there even was a halberd that had multiple grab points so I guess it was my mistake and I will test it tomorrow when I get back to my computer and will either comment or email you if I require any features but so far this asset is amazing and I probably wouldn’t use the xr toolkit without it!
did you shoot random raycasts from the player at moment of query to get best LOS position?
Hmmm.... I dont remember exactly what I did for this, but when I was doing something like a call of duty AI. Which should be similar. I did some math to shoot ray cast into different points in a grid to make it adjustable for performance. Then check if those spots have a raycast (Line of sight to player). Then raycast at a crouch position to see its a potential canidate to also crouch to hide. If multiple spots were found, then do some kind of math to determine which one was ideal for the type of character for expamle which spot is furthest away from player, closest to player or just closest to the AI choosing it.
@@mikenspired so you're not using physx at all? I'd like to know more about your process. projecting the scene into a grid would allow jobs+burst queue to handle such thing... well I'm just realizing that there is only one player, not 100s of agents to LOS against...
this is good! very good!
Thankyou!! I don't know how relevant it is anymore but hopefully not still gets the process or idea across
@@mikenspired oh yes very relevant. what's so nice is that you go step by step, first with a hardwired implementation then generalized. What do you use nowadays and why?
@@daslolo I got a job doing VR development so I actually have not been doing any AI stuff. I did mess around doing AI with BOLT since my job used it, but it lacks any AI features, you need to basically code them all your self + Bolt is in a very weird place right now with Unity acquiring them.
@@mikenspired i hope they’ll have you make some AI to populate the VR world, you deserve it
not bad, are you still using NC?
Sorry, no... I used it while I made these but I switched jobs which was using bolt. So I thought I could try to use their state machines instead since I had to learn it for work.
@@mikenspired and how does it compare?
can i know what do u put after "onSelectEnter.AddLister ( ________ ) => rigidBody ?
Hey thanks this helped!
Great! I'm so glad!
A lot better to have the recording/video like this, superb voice too!
Thank you!!!! . Its pretty nerve-racking making youtube videos. I really appreciate your compliment
BOUGHT!
Thanks so much! I still need to make a lot more youtube videos on how everything works, but i've been too distracted adding new features.... So for now just shoot me an email if you need help or have feedback. MikeNspired@gmail.com. Also, leave a comment or email on any new features or game prototypes you would like to see added.
this is compatible with OCULUS ????
Yes, It uses the new UnityXR Tool kit that's actually still in preview. I'd give that a shot first, lots of tutorials on it on youtube. This builds ontop of that. I only have a mixed reality headset, so I am waiting on some input for some customers to get the button configuration to setup a rig in the demo scene for oculus.Customers have said they changed one or two enum values on the character rig and got it working right.
@@mikenspired Thansk, I am very interested in acquiring it for a new project.
I use it with Oculus Quest with Link and it's amazing - WELL worth the money and the developer is very responsive to support questions.