you do realize you don't have to do all of this yourself right over the last several months we've
been talking about how to do a lot of these interactions with vr how to make hands work
how to pick up things how to do movement all that kind of stuff but you do realize that there are
some frameworks on the unity asset store that do all of this for us right now i've always been a
bit of a purist and i like to know how things work and how the code works and all that kind
of stuff but i thought it would be helpful to show you guys especially the ones of you who
are not self-proclaimed coding enthusiasts and more lean towards the art side if you
want to just get a vr project up and running quick the five assets that i'm going to talk
about in this video are going to be your best bet for getting a vr project up and running quickly
and relatively pain-free welcome back if you're new here my name is justin p barnett and i do
virtual reality tutorials and i actually am going to start doing some devlogs here in a little bit
to show you guys the process of making a vr game from start to finish and releasing it on steam
so i'd like to document that process show you guys what all the steps are and how to do it and
i'm not even gonna write all the code for all of it i'm gonna use one of these frameworks
that we're about to talk about so let's jump into it the first one and a free one i might
add is vrtk virtual reality toolkit and before i get too into this asset just know that right
now as of the version 3.3 that it's on currently it does not work with unity's new virtual reality
updates as of 2019.3 and above they are working on a version 4 that they're about to release
in the near future so stay tuned for that but as of this video it does not work yet but just keep
this on your radar they're going to update it soon and version 4 is going to come out and fix
all the bugs that are in it currently but to start out with this is a great virtual reality toolkit
it's the name it's a framework that you can just drag and drop into your project and you have all
of these kinds of interactions from climbing to two-handed grabs to using guns to resizing
objects to having snap zones for objects pointer interactions haptic feedback highlighting objects
you have doors levers buttons drawers knobs a panel menu radio menus ui elements lots of
things inside of this pack all for free so once they get this updated i highly recommend adding
this to your unity library the next one on my list number four is hurricane vr and this one
is also a virtual reality framework so you could use this as an entirety for your project
this one is a little more oriented towards interactions and yes you'll see the price is
59.99 the rest of these packs i'm going to talk about are going to be paid but i think that they
are well worth the price especially if you're going to release your game and make that much
and more back from your launch highly recommend just fighting the bullet paying for one of these
assets and you know saving hours of your life in game development this one is similar to vrtk but
the interactions are more fine-tuned you have a lot more control over the interactions you have
physics based bows and arrows you have finger tracking with the valve knuckle controllers it
integrates well with the final ik asset so you can add a fully inverse kinematic body to this vr rig
you have a stabbing system with the spears you can stab through things you have you know locomotion
which you would normally expect they have the gravity gloves from half-life alex that you
can use to grab objects from a distance you also have dynamic poses so you can set hand poses for
grabbing things you have basic gun physics and all of the gun interactions that you would need for a
fps game all the guns have recoil and physics and that kind of stuff and then you have doors
drawers all this all the other stuff you get in vrtk as well also there's holsters so the
this is a one complete package that you can use to set up everything you just download this package
and you have all of these assets and interactions available to you to just start drag and dropping
into a game to get up and running quick we're all about prototyping and getting games out fast
trying to prototype fast fail fast fail fast the goal is to test out game ideas see if they're fun
if they are fun try to riff on it try to make it a little better turn it into a game see what we can
do with that mechanic that's fun and try to make it into a whole game that we can release if it's
not fun or not as fun as we would like to imagine then the speed at which we were able to develop
that with we didn't waste a lot of time we spent maybe a week or two developing some very specific
mechanics to see if our specific idea was good and if not we can go on to a new project number three
on my list is hexa body and hexa body is less of a framework and more of a player controller as it
says in the name hexabody vr player controller so when you use this asset you get the walk feature
run feature crouch feature but i especially like the being able to do physics based climbing with
this asset this asset nails physics based climbing and being able to pull up on things and have your
character throw off of it that's very hard to do and very physics based and this asset nails that
and so if you need walking running jumping crouching climbing um it has ramps so if you
don't want your player to go up a specific height of incline it even has air acceleration like this
is a very good asset for player controller so less of a framework because a lot of the interactions
aren't necessarily there but being able to move around and that kind of stuff hexa body vr player
controller really nails that this next one is a little bit lower in price it's 39.99 and it's
auto hand and oh my goodness this one is amazing so if you're looking for realistic hand movement
i highly recommend autohand it has the most realistic procedural grip it has the best feeling
hands that you can oh that was weird to say but the hands it's just when you're in the game they
feel like they're your hands and you have this little subtle finger sway when they're moving
around also it's fully physics based so anything you pick up will have the appropriate forces
applied to it so if you pick up something heavy it's your hand will slide off of it or break and
sometimes you need two hands to pick up stuff all of that calculation and integration is a part
of this asset it's really nice there's you know buttons leverage doors all that kind of stuff but
also you know the the main appeal of this asset is the procedural fingers so anything you grab it
will automatically track where the fingers need to go on that object when you pick it up and that is
so cool and so nice in the next year or two this is going to be the standard for any vr game going
forward because this is the way that vr games are supposed to be made so if you want realistic hands
there aren't any inverse kinematics yet and climbing is not a part of this asset yet but
the developer is working on them they're in development you can check out the developer's
trello board if you like and see where things are in the process but once inverse kinematics and
climbing get into this asset pack this is by far going to be my favorite also the documentation and
getting set up with autohand is so nice it's super easy to do it walks you through it and it's pretty
pretty simple to get going with auto hand so the in the developer and the discord are very nice
and the last but not least my favorite number one on the list is vr interaction framework this is a
full framework set up 59 99 us dollars highly highly recommend getting this asset pack you have
full gun integration you have a inventory system you have ui system you have a climbing system you
have physics based hands they have the gravity gloves bow and arrow assets two-handed weapons
you have a damage system destructible objects inverse kinematics markers white boards grappling
hooks you can slow down time jetpacks this this framework has anything that you could ever want to
do in virtual reality it's absolutely incredible and the latest update added vehicles and rc cars
it's ridiculous and if you have the final ik asset this integrates perfectly with final ak so you can
have a full inverse kinematic body there's less of an emphasis on physics here than the autohand
asset and that's why i pointed out autohand because i love the physics and i think that's
where vr is going i mean there are physics you can add all that kind of stuff but if you if
you just want to get a game up and running this is the asset for you this is the asset that i'm
going to use when i start doing my devlogs when i start developing my first game i'm going to start
out with this and we're going to go from there there we go my five favorite unity vr assets now
these are all focused on more of a framework kind of asset there a few of them were a little more
niche in a certain direction like the character controller or auto hand but if you want to get up
and running with a vr project i highly recommend using any of these five they work amazing links
to all of them are down in the description if you're interested in checking any of them out
the links are affiliate links so they help me out they help me make more videos so i really
appreciate that and definitely join the discord if you're not already we have a great community
and it's super helpful if you're trying to debug something you can throw a debugging question in
one of our channels or just hang out show off your work any of that kind of stuff it's a great
community i think we're going to be running a game jam here in a little bit so join in for that
that's going to be fun vr specific game jam stay tuned for more details about that and as always i
reply to every single comment on every single one of my videos so if you have a question or comment
just put it down in the comments and i'll mix it up down there with you all until next week