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A few weeks ago, while reading the news about SIGGRAPH, I saw NVIDIA teasing the release of the Omniverse connector for Unity , and as a Unity developer, I found it intriguing. Unity connector for Omniverse. At launch, Omniverse has been made compatible with Unreal Engine, and support for Unity was lacking.
WebXR is a technology with enormous potential, but at the moment it offers far worse tools to develop for it than standalone VR , where we all use Unity and Unreal Engine. As a Unity developer, I think that it is a very important enabling solution. How to get started with WebXR in Unity – Video Tutorial.
Meta's Interaction SDK now supports Unreal Engine, and the Unity version now supports non-Meta headsets. Meta Interaction SDK provides standard common hand interactions and elements that support controllers and hand tracking. 0:00 / 0:07 1× Previously, Meta Interaction SDK was only available for Unity.
An update to Oculus developer tools has brought a handful of updates, including support for Quest hand-tracking in Unreal Engine 4. At the time, the company had only added support to the Oculus Unity integration, meaning that developers building apps in Unreal Engine didn’t have access to the feature.
Oculus MRC in Unity – Video Tutorial. I have made for you a video tutorial where I explain everything I learned about Oculus Mixed Reality Capture in Unity, including the complicated problems with XR Interaction Toolkit, URP, and object transparency. At this point, import from the Unity Asset Store the official Oculus Plugin.
Meta released an XR UI kit for Unity, which some Quest developers have been requesting for years. But until recently , the only way to build XR apps for Meta's headsets was with a game engine, such as Unity or Unreal, and Meta didn't provide any kind of UI framework for either. Meta has finally released a solution to this.
Praydog’s Universal Unreal Engine VR Injector Mod. This mod opens the door for VR enthusiasts to play heaps of AAA games in VR ( here’s a list of just a few of them ) by making it easy to add initial VR support to games built with Unreal Engine. but it makes most Unreal Engine games quite fantastic to play in VR out of the box!
Moreover, with the transition from controllers to haptic gloves comes increased immersion and control over an environment, allowing workers to interact more directly with and react to an immersive space. It also supports XR experiences built on Unity and Unreal Engine SDKs.
The device employs a variety of features completely unique from that of conventional VR headsets, including a 3D audio system, immersive haptic feedback, and a distinctive control system. As for controls, players interact with the in-game world using a pair of sensors mounted to the base of their feet. Image Credit: Diver-X.
Unity vs Unreal: Which is the best option for companies creating content for extended reality ? Unity is popular for its accessibility and beginner-friendly features. Unity is popular for its accessibility and beginner-friendly features. However, each option has its own unique pros and cons to consider.
” SteamVR will also be joined on Mac systems by the Unreal and Unity video game engines, all tying directly into today’s newly announced Metal 2 video-processing API. Apple’s senior vice president of software engineering Craig Federighi took the stage and confirmed that “Valve is bringing SteamVR to Mac.”
This week Epic Games released the latest version of its next-gen game engine, Unreal Engine 5. Available as of this week for all developers , Unreal Engine 5 promises to usher in a new era of game development which makes it easier for developers to create games with extremely high quality assets and realistic lighting.
It is called “First Hand” because it has been roughly inspired by Oculus First Contact , the showcase demo for Oculus Touch controller released for the Rift CV1. This makes sense considering that controllers shine with different kinds of interactions than the bare hands , so the applications must be different.
Developed as part of Y Combinator’s most recent class of start-ups, Plexus Immersive Corp’s haptic gloves are an intuitive new solution to VR & AR control that utilize a generous selection of compatible baseplates to work cooperatively with most major VR controllers. Compatibility: Unity, Unreal Engine, C++, C#, Python.
In fact, at launch, it won’t even be possible to create Unity content for it. According to the rumors, In the beginning only Apple’s first part tools (like RealityKit) will be allowed to create content, and only after, Unity support will come. Others say that it may be professional applications. Meta is under heavy pressure.
In February, a post on Google’s official blog recognised the “confusing and time-consuming” battle of working with various audio tools, and described the development of streamlined FMOD and Wwise plugins for multiple platforms on both Unity and Unreal Engine. Image courtesy Google.
On the software side, we’ll be enabling users to bring tightly time-locked data into development engines like Unity and by building on open-source protocols like BrainFlow , the raw data will be available in most common programming languages as well. Will it be compatible with Unity and Unreal Engine for development?
Facebook already had full control of my Oculus and Facebook accounts, so it had already my XR data. That’s why Avi Bar-Zeev in a tweet on this topic talked about “the illusion of control” of our data : actually, Facebook already had it all. Zuckerberg wrote in a letter some years ago that he wants full control of the XR platform.
In order to create a realistic sense of haptic feedback, the Gloves G1 features a lightweight, wireless Airpack that generates compressed air and precisely controls its flow to create that physical feedback. Then there’s the ROS node, which allows telerobotics operators to control the end effectors of their robots using the Gloves G1.
Talking about the actual implementation, are there any libraries and plugins already available for Unity/UE4 that can give indie studios accessibility solutions already ready out-of-the-box? Here you are some: Open XR: [link] UI Accessibility Plugin (Unity): [link] Set Color Deficiency Type (Unreal Engine): [link].
Like many VR gloves, haptic feedback is generated by linear resistant actuators (LRAs), which are similar to the vibrating motors found in game controllers and smartphones, but placed on each fingertip of the glove. Plexus won’t arrive with a tracker/controller however, so it’s BYOC (bring your own controller).
Announced last week via an official update to the Vive developer blog , Vive Pro developers now have full control of the headset’s front-facing stereo cameras to develop their own mixed reality experiences. The SDK also supports native development with plugins for both Unity as well as Unreal Engine 4. That is until now.
That means it isn't suitable for tracking fast moving objects, such as custom controllers. For Unity, developers access the cameras through Unity's WebCamTexture API, which is how they already access phone, tablet, and PC cameras and webcams in the engine.
The HaptX SDK also features updates including multi-user support and an API to bring in C++ assets in addition to Unity and Unreal Engine that were already supported via plugins. It’s not an XR application strictly speaking, but the Gloves G1 can also remotely control robots.
Last week we had a first look at the controllers, while this week we had quite a confusing leak about its product line, which, if confirmed, would show an ambitious plan by the Chinese company. of our revenues with Unity. This is fair, and this is why a good chunk of the community answered positively to these new terms. And this 2.5%
Raicuparta reveals Human Fall Flat studio No Brakes Games actually bought experimental VR support from the modder after having seen a video of some early control concepts at work. And you can thank VR modder ‘Raicuparta’ for that. “They offered to hire me, but that wouldn’t work for me at the time.”
The company says in the SDK’s developer release notes that both Unity and Unreal Engine support for Oculus Go has officially been dropped. The latest Oculus SDK (v19/1.51) no longer supports the company’s first true standalone VR headset. Facebook says developers can still use Oculus Integration v18.0
Announced with support for both Unity and Unreal, the Lumin SDK exposes the capabilities of the Magic Leap One headset to developers who can use it to begin building augmented reality experiences for the platform. 6DOF hand controller (Totem) tracking. Use of Unreal Engine 4’s desktop and mobile forward rendering paths.
Edgar Martín-Blas, CEO of Virtual Voyagers , told VRScout he’s been excited about the capabilities of eye-tracking, hand-tracking, nine hand gesture recognition, and “the possibility of controlling the content with a mobile app.”. Anyone can access the Magic Leap Creator Portal and sign-up for free.
Unity users can now enjoy improved OMS playback with their HoloSuite plugins. This provides them with better viewing controls for volumetric video files within Unity. Support for upgrades for OMS playback on Unreal Engine 5 is expected to roll out soon.
With integrations in the works for both Unity and Unreal Engine, Lytro’s goal is to make it easy for their customers to leverage the advantages of light-fields without giving up the advantages that come with real-time rendered content—namely, interactivity. SEE ALSO Exclusive: Lytro Reveals Immerge 2.0
Controllers. Reverb G2 controllers. HP says the Omnicept features are supported across both Unity and Unreal Engine. Field of View. 114° diagonal. Optical Adjustments. Connectors. USB-C, DisplayPort, Power. Cable Length. Quad on-board camera (no external beacons). Off-ear headphones. Microphone. Pass-through Cameras.
Most worlds on it today are made inside VR, using the Touch controllers to manipulate primitive 3D shapes and rig up interactions using a spatial visual scripting system. Horizon Worlds is Meta's "metaverse" platform. 0:00 / 0:14 1 Meta preview of upcoming model, texture, and animation AI generation.
Training Professionals: Take Control of Your VR Content [link] Many training professionals want direct control over their virtual reality (VR) training content. You cede direct control over your content to the developers. Developers build everything in Unity or Unreal, including all training modules.
You can then use the HoloPlay Studio software to easily drag and drop new holograms onto the device, develop applications using plugins for programs like Unity and Unreal Engine, and more. Standalone Mode is exactly what it sounds like.
.” The company says its including support the avatar movement simulation mentioned above in addition to SteamVR base station tracking, which may be used for its still to-be-revealed controller. Controller: Two hand/foot controllers. Tracking: Lighthouse supported / Avatar movement emulation system using foot controller.
ShapesXR is game engine-friendly, allowing you to easily export your projects to popular platforms such as Unity and Unreal Engine. Vinyl Reality Lite is a simple, but addicting VR DJ app that lets you go hands-on with a legendary SL-1200 series turntable and spin your favorite music using your Touch controllers.
To help create a fixed or mobile camera that lets you capture you while in the physical world, Oculus has also provided a 3D-printable CAD model so webcams and small DSLRs can be attached to an extra Oculus Touch controller and either mounted on a tripod or supported by hand. image courtesy Oculus.
Tactical Haptics, creators of the ‘Reactive Grip’ controller are due to begin taking dev kit pre-orders on May 29th. Targeting the enterprise and LBE sectors, the company expects pricing to start at $650 per controller, with a release date due in Q4. Image courtesy Tactical Haptics.
Major VR stakeholders—including Oculus, Valve, HTC, Microsoft, Unity, and Unreal Engine—now offer full or partial support for the standard. Sony’s next-gen VR controllers | Image courtesy Sony. After years of development, the OpenXR 1.0 specification has taken major strides toward real industry adoption.
Developer Control. Meta emphasizes that Application Spacewarp is fully controllable by the developer on a frame-by-frame basis. Developers also have full control over the key data the goes into Application Spacewarp: depth-buffers and motion vectors. Application Spacewarp Availability.
This isn’t counting the cameras on the new Touch Pro controllers. Hand-tracking Works with Snapdragon Spaces (Unity/Unreal) 2.5X better AI, 50% less power (vs last-gen) WiFi 7 Latency phone to device 2ms 3rd party controllers Supports Lightship/VPS.
Someone in the communities argued with me that HoloLens 2 has still some advantages over Magic Leap 2: it is well integrated with Azure, it is standalone so it doesn’t need a potentially dangerous cable connecting the headset to the computational unit, and it doesn’t need controllers (it uses hands tracking). See Unity running on Quest.
Different Controller: The Oculus Go Controller and Gear VR Controller share the same inputs: both are 3DOF controllers with clickable trackpads and an index finger trigger. If your app displays a visible controller, you should change the model displayed depending on whether you are running on Gear VR or Oculus Go.
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