VRTK
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An example of how to use the Tilia packages to create great content with VRTK v4.
Unity's built-in LoadScene doesn't work well for VR. Some non-VR games use it rather than bothering with the async or additive version of `LoadScene` because it's a simple call. Unfortunately,...
No rush, but I think a VRTK_WristAttachment or a left and right wrist alias object in the SDK Manager could be a useful feature. Watches are a useful interface that...
Nested radial menus would be handy. There's a chance I'll try to implement them, myself, sometime in the next few weeks, but thought I'd throw the idea out there. You...
http://steamcommunity.com/app/358720/discussions/0/405691491125141530/#c405691491125597364
Perhaps an extension of Climbing (actually pretty certain it should be), but it would be cool to be able to swing similar to **Windlands**. Climbing is already pretty satisfying, but...
I was playing around with the **Climbing/Falling** demo and absolutely loved it. The sensation of dropping off the tower is exhilarating, especially when you have to take a moment to...
It would be great to have a control that acts like a light switch with an on or off state, which is basically one button rotating and snapping to either...
VR is a very physical medium. I was thinking about the best way to go about integrating hand movements for actions. phroot's game 5089 as something like this, it's used...
Is it possible to include flight control capability, similar to here: https://www.assetstore.unity3d.com/en/#!/content/61830
At the moment you can set the bezier pointer height to a finite length, which prevents the pointer from reaching the ground, however the forward beam can still reach the...