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Hockey Physics w/ NewtonVR

Hello Tomorrow Today Labs,

My name is Edwin Chen and I live in Toronto, ON, Canada currently attending Humber College. I'm writing to you today because I'd like to inquire some information and advice regarding a project I'm working in Unity (Steam) VR.

My game is VR hockey simulation game where you hold a real hockey stick that has been make shifted into a controller to be used by the HTC Vive. You essentially simulate the player puck handling and shooting mechanics of hockey in VR. Lately, I've been has issues with the physics mechanics while trying to integrate VR. I tried using built-in Unity physics including joints, rigid bodies, colliders, etc. but the simulation just doesn't feel realistic at all.

Here is a link of a simple demonstration* of our pre-alpha version:
https://twitter.com/Chedwin14/status/825490434340315164

  • I apologize if the lighting is too dark, it was the only way our camera could focus on the TV and myself playing

So my question is: could NewtonVR "accurately" simulate the physics of:

  • hockey stick flexing (for wrist shots, slap shots)
  • puck handling
  • collision of puck with the contact with the stick blade and the shot afterwards

If NewtonVR is compatible with achieving these goals, what advice would you give towards implementing these features and mechanics?

I would greatly appreciate your feedback regarding these issues as integrating NewtonVR could potential save my team a lot of time and effort on this project.

Thank you!