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Oculus Avatar SDK Integration?

Hey guys! fantastic "drag-and-drop" styled development for VR! This has saved me so much time and taught me alot.

Customize Hands

Please make a tutorial on how to correctly override hands. It's easy enough to put hand models into the Transform (Game Object) slot, but how does one make custom hands grip, point, open, etc...
It would be great to see a full, comprehensive tutorial on overriding customized hands. Thanks! Great product btw.

ANSWERED

Unity 5.5 and Unity VR

Hi Newton support,

Still in development?

Just wondering if this asset is still in development? Nothing new posted here or updated on the Trello page for quite some time.

ANSWERED

Override hand model.

Hello. When I try to override the hand with my own model the right hand is always rotated upside down. (The right hand thumb will face straight down to the ground). It doesn't matter if I rotate the hand in 3D Max then export again. Still in the same rotation. Any thoughts? Loving your guys work!

Performance when Teleporting falls under 90fps

Hi,

Unable to see controllers in NewtonVR Player

I am unable to see my controllers in NVRPlayer. I am running SteamVR 1.2.1 on Unity 5.6.1.
Any ideas on what's causing it?

Non-physical interactions

Hello! I just started using NewtonVR for a project, and it has solved many issues we had - however, the interaction system seems to assume that all interactables have a rigidbody, which is a bit inflexible if you want to be able to create buttons or switches which don't rely on physics. I tried solving this by adding a trigger collider volume and detecting when the hand object enters and exits it, but unfortunately, trigger colliders apparently count towards the grabbable volume of a NVRInteractableItem (which is its parent), and i have not found any way of setting a layer mask for the grabbing. Am i missing something here? Also, the radius of the grabbing is a bit low (and is not clearly configurable), which makes it hard to pick up small items.

ANSWERED

Left or Right Hand?

How can I tell what hand is grabbing an object in code? I'd like to implement seperate interactor objects per object for each hand based on what hand is grabbing it, that way a shield in the left hand faces left, and will face the opposite direction in the other hand.