Following the steps from HurricaneVR's tutorial automatically sets up the right targets. Maybe this video is only good for V3, but we're on V4 of hexabody now.
Thanks for the tutorial! How are you handling the auto scaling of the player model to the players real world height? I have a script like: public void ResizeIKCharacter() { float headHeight = camera.transform.localPosition.y; float scale = headHeight / defaultHeight; transform.localScale = Vector3.one * scale; } but it ends up with a body that is a bit too large. Any ideas?
Thank you but I can’t move or turn. My headset and controllers are being tracked but that’s about it. Nothing happens when I press a button or tilt a joystick. I’d appreciate any type of support.
I didn’t use anything. You kinda just have to play around with it a bit to find the perfect position and rotation. I did this before making the video which is why I already knew what values to enter.
Try editing the position and rotation while in play mode then Copy the values from play mode or take a screenshot. Then Enter them after you exit play mode.
Absolute legend. Straight to the point, clear cut. Thank you sir
Following the steps from HurricaneVR's tutorial automatically sets up the right targets. Maybe this video is only good for V3, but we're on V4 of hexabody now.
Thanks for letting me know. I’ll update the title so no one gets confused.
Just tried on V4 Of hexabody, can confirm, this still works!
@@laym.glitched Can you help me witht hat please? i just bought the asset but i cannot find the "VRIK Script" :(
I just bought hexbody, and I can’t download it. the stupid bad gateway error
Thanks for the tutorial! How are you handling the auto scaling of the player model to the players real world height? I have a script like:
public void ResizeIKCharacter()
{
float headHeight = camera.transform.localPosition.y;
float scale = headHeight / defaultHeight;
transform.localScale = Vector3.one * scale;
}
but it ends up with a body that is a bit too large. Any ideas?
Great tutorial, but I have a little bit of problem. I can see all the capsules and ball when i look down
disable the mesh renderer component on them
Thanks! How to get Oculus controller and hand positions to display in scene view in Play mode? (accurately preferably, obviously) Thanks in advance!
Make sure you also set your references in the VRIK module before your first test or it won't actually map anything!
Thanks for letting me know.
hmm, for some reason the head is the only issue for me, you look down, your body gets lifted up off the ground, any tips?
how do i use fast ik instead of final ik for this? everything works but the model just dosent move with the hexabody
Is this still up to date? And what would be better, implementing VRIK with this asset or the HurricaneVR?
Thank you but I can’t move or turn. My headset and controllers are being tracked but that’s about it. Nothing happens when I press a button or tilt a joystick. I’d appreciate any type of support.
I’ve already followed this tutorial 5 times and I’m still having this issue.
how do i add jump sound on hexabody
What are you using to know the position to change the targets to?
I didn’t use anything. You kinda just have to play around with it a bit to find the perfect position and rotation. I did this before making the video which is why I already knew what values to enter.
Try editing the position and rotation while in play mode then Copy the values from play mode or take a screenshot. Then Enter them after you exit play mode.
@@Moss_XO Thanks, helped.
how do i make it to where i do not crouch like a girl?