playMaker

Author Topic: Steam VR Playmaker Toolkit - Help Board [VIVE]  (Read 42511 times)

sebaslive

  • Hero Member
  • *****
  • Posts: 572
    • Frame Tale Studios
Steam VR Playmaker Toolkit - Help Board [VIVE]
« on: August 01, 2016, 05:26:13 PM »
To differentiate from the news and updates section, if you need any help on the asset or have any questions please ask here. Others can possibly benefit from the help as well.

Video installing steam vr playmaker toolkit.


Thanks!
« Last Edit: December 11, 2016, 12:12:39 AM by sebaslive »
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

shinestrength

  • Playmaker Newbie
  • *
  • Posts: 3
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #1 on: August 15, 2016, 01:58:58 AM »
Heya, just got your asset.

The example file seems broken in the latest version of Playmaker - all blank FSMs. Any idea as to what I might be missing/doing wrong?

The teleportation example file works fine.

sebaslive

  • Hero Member
  • *****
  • Posts: 572
    • Frame Tale Studios
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #2 on: August 15, 2016, 08:50:38 AM »
Hi Shinestrength!

There seems to have been an issue when the asset was uploaded to unity. The example scene became corrupted on transfer. There is a version that is currently being processed by unity staff as of this moment but I have sent you an immediate fix to your personal messages.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

shinestrength

  • Playmaker Newbie
  • *
  • Posts: 3
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #3 on: August 15, 2016, 10:20:46 PM »
Thanks, works perfectly.

emilianojsaiz

  • Playmaker Newbie
  • *
  • Posts: 1
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #4 on: August 18, 2016, 09:42:37 AM »
What is the difference between?

Steam VR Playmaker Toolkit
https://www.assetstore.unity3d.com/en/#!/content/63425

and

Steam VR tools for Playmaker
https://www.assetstore.unity3d.com/en/#!/content/60854


sebaslive

  • Hero Member
  • *****
  • Posts: 572
    • Frame Tale Studios
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #5 on: August 18, 2016, 09:58:03 AM »
Hi Emilianojsaiz,

I can't speak for the plans of the other creator, but my toolkit is meant for getting you started quickly with Vive and playmaker offering examples and scenes that are basic to every Vive game. There are also planned updates for the package and I am always open to the communities suggestions and what they would like to see implemented into the package. You can also see the documentation so you know exactly what is offered on my website. http://media.wix.com/ugd/fc88c8_61f0fdbfcf68457d8f799ff638d5bb2b.pdf

I hope this information helps!

 
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

LordHorusNL

  • Beta Group
  • Full Member
  • *
  • Posts: 227
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #6 on: August 18, 2016, 04:03:37 PM »
Looking forward to the Bow and Arrow update

Personally i'd like a physics based pickup system where the object is never parented to the controller, so that the player can interact with physics objects, pick them up and use them without the physics system freaking out.
Something like the NewtonVR system but created in playmaker.

That way people using your asset can just drag and drop a fully usable interaction system into a scene and pickup anything they want within seconds.

sebaslive

  • Hero Member
  • *****
  • Posts: 572
    • Frame Tale Studios
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #7 on: August 18, 2016, 04:33:18 PM »
Bow and Arrow is the next big update for this month! I'll look into NewtonVR but from what I played around with the grabbing objects, the physics were a bit unstable or had a slight delay that seemed unrealistic in movement. I will still look into it since i'm sure it could be used for multiple reasons.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

shinestrength

  • Playmaker Newbie
  • *
  • Posts: 3
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #8 on: August 22, 2016, 08:25:04 PM »
Any chance of a grab/throwing example scene?

RN I'm using a fixed joint that gets destroyed on releasing the grip, but for some reason the inertia of the throw is not being passed on, and the object stops in mid air. Tried AddForce/Torque, Set Velocity/AngularVelocity after getting the controllers velocity and angular velocity, but no luck so far. Wondering if it's something to do with the execution order.

sebaslive

  • Hero Member
  • *****
  • Posts: 572
    • Frame Tale Studios
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #9 on: August 22, 2016, 10:42:51 PM »
Hey Shinestrength, in the example scene there is a ball(sphere) next to the guns on the table. This is the grab and throw that uses velocity and angular velocity. You can inspect the playmaker fsm of the ball to see how to achieve this as well!

You can also reset the ball back into the position with the grip buttons i believe.

All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

sebaslive

  • Hero Member
  • *****
  • Posts: 572
    • Frame Tale Studios
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #10 on: August 28, 2016, 01:33:36 AM »
Hey LordHorusNL,

The bow and arrow update is currently being processed and will be in the next update!


All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

LordHorusNL

  • Beta Group
  • Full Member
  • *
  • Posts: 227
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #11 on: September 01, 2016, 09:50:48 AM »
Great work sebaslive, i tried the update and i'm amazed that you could pull this off with just playmaker. Did not think something this complex could be done ;)

The only thing i did not like, was the fact that when you pull the string, you get constant heavy haptic feedback, instead of a slowly build up. but i'm guessing that's just not possible with the current actions.

Anyway great update man 

sebaslive

  • Hero Member
  • *****
  • Posts: 572
    • Frame Tale Studios
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #12 on: September 01, 2016, 10:01:27 AM »
Hey LordHorusNL,

It is possible, one option would be to see how the arrow gets launched based by distance. You get those same values and set those into the haptic feedback and compare to see how heavy the feedback should be. Another option is to only give feedback when it is pulled by getting the numbers on distance, comparing it to itself and if greater than, set feedback (similar to Longbow).

I left it open for any developer to choose their option but (I hope) with enough information in different areas to see how it can be done in your own way. All the FSMs are also commented out to allow customization and understanding to each state and action. The purpose being, if you like the bow and arrow with its current set up, you can use it right away, and if you want to tweak it, that's easy to do as well! If you have any questions on it, please let me know.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

ToxicFrog

  • Beta Group
  • Full Member
  • *
  • Posts: 139
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #13 on: September 03, 2016, 01:11:37 PM »
Hi everyone!

I'm making a car experience, and am having a bit of trouble.

When the scene begins, the [CameraRig] is made a child of the car, so that the camera stays in its 'seat'. That works fine.

However, when the game begins, I need the [CameraRig] to always orient so that it's looking forward, toward the front of the car. Right now, when the game begins, if I'm facing my computer, it works as intended. However, if I start the game looking in any other direction, the [CameraRig] does not point toward the front of the car.

How can I set the [CameraRig] to look toward the front of the car when the game begins?

I hope this makes sense. Basically, I need the camera to look toward the front of the car, regardless of which direction the player is facing in the real world when the game begins.

Thanks for any help!
« Last Edit: September 03, 2016, 02:23:38 PM by ToxicFrog »

sebaslive

  • Hero Member
  • *****
  • Posts: 572
    • Frame Tale Studios
Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« Reply #14 on: September 03, 2016, 06:39:03 PM »
Hey Toxicfrog!

I sent you an email recently with some possible solutions. I would try the look at action or at rotation. You can reply here or in the email. Thanks!
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez