Zach Kinstner

Results 79 comments of Zach Kinstner

The interface between Hovercast and the input devices is now much cleaner. All Leap-specific functionality is contained within its Leap input module. There is also a "test" input module which...

Documentation about input modules: https://github.com/aestheticinteractive/Hovercast-VR-Menu/wiki/Input-Modules

Adding support for OSVR should allow for a variety of 3D input devices: see https://github.com/aestheticinteractive/Hovercast-VR-Menu/issues/8

The v2.0 release currently includes Leap Motion (pre and post Orion) and Vive support. I plan to add support for more devices as I have access to them. This includes:...

I responded... > @belltyler thanks so much! I created a new ticket: https://github.com/aestheticinteractive/Hovercast-VR-Menu/issues/9 …. A very big task -- maybe some JS developers want to work on it?

[Tweet from @SynesthesiaVR](https://twitter.com/synesthesiavr/status/567036387678224384): > @zachkinstner Loving the menu system. Would you be looking to add support for it in @UnrealEngine also?

I may make some progress towards this goal during my changes in #18 (refactoring for Hoverboard).

See the **[Mono for Unreal Engine](http://tirania.org/blog/archive/2014/Oct-23.html)** announcement: > - Create game projects purely in C# > - Complete support for the .NET 4.5/Mobile Profile API

- [Unity3D Developer's Guide to Unreal Engine](https://wiki.unrealengine.com/Unity3D_Developer%27s_Guide_to_Unreal_Engine_4) - [Unreal Engine 4 For Unity Developers](https://docs.unrealengine.com/latest/INT/GettingStarted/FromUnity/index.html) (from Unreal) > Actors in UE4 are a bit different than GameObjects in Unity. In Unity,...

After further research this weekend, I'm getting the sense that "Mono for Unreal" is something you choose to do on a project-specific basis. For Hovercast to be useful for developers...