☀Important Clarifications ☀ Amplify Imposter - This asset does not officially support stand-alone Quest. It also works better for objects that are far away and PCVR. For an alternative that actively tests Meta Quest products, you can try "Impostors - Runtime Optimization". I have not purchased and tested this product myself, but it might produce better results when developing for the Quest. Impostors - Runtime Optimization - prf.hn/l/Oqzl0lz
I love hearing about assets that'll save me time - please make this a regularly reoccurring video! Also, I'd love a video about taking synty assets and changing their materials and textures to make them more individual. Keep on Shrimp'n!
Thank you so much! Solid idea about the synty assets. So many people own them and customizing them would add some much needed variety for everyone that likes their products.
I'm glad you liked it! Just use some caution with amplify imposter. I failed to mention that it works best with objects at a distance and mainly for PCVR. I posted an alternative, but haven't been able to test it yet.
Hurricane+Hexabody is my favorite. I did like VRIF, but too often ended up with derpy jerky collisions everywhere. With hurricane, that unwanted jank was reduced considerably. It has pretty good automatic posing similar to Autohand, too.
Hurricane does a great job of being super polished and well rounded. I'm a little salty at them for being so stingy this sale and only having a 'flash sale" day for their amazing systems. Oh well, they have to make a buck too. Can't wait to see your next game mi amigo!
Have you used Hurricane+Hexabody for a commercial game? I am trying to decide between Hurricane and VRIF for my VR game and leaning towards VRIF becasue I heard that Hurricane is hard to work with and lacks customer support.
@@tientam779 No, only game jam games. And I haven't had to utilize support, but there is a very active discord which I have found to be great. That said, VRIF Is also a great system with good clean code, however the main selling point on Hurricane as an alternative is less janky physics. That's been my experience anyway. The creator of vrif may have fixed that stuff since I last tried to use it. There is more included in vrif.
@@tientam779what’d does VRIF have that XRIT doesn’t do? As a newbie I tried VRIF but found the docs hard to follow so went back to XRIT - which has tons of examples.
I did try all of the frameworks mentioned in the video an at first I was impressed by how smooth and fluid and natural AutoHand is, and how it can dynamically pose fingers and all that. Even started building my prototype with it, until I realized that... it pretty much does not have anything else, compared to other frameworks. So I took another look at Hurricane and realized that it actually can do everything that AH does. It also has autoposing and intricate pose and grabbing controls, and after just a little tweaking it is basically the same. I think what AH does well is that they have a great demo scene and demo assets. It is focused specifically on grabbing things and showcasing dynamic finger posing. And their fingers and hands look really nice, and all the objects are simple but stylish. In contrast HurricaneVR tries to use more 'realistic' assets and it falls apart a little bit, it hurts the first impression. But in reality HurricaneVR is just better, imo. Maybe except for stab climbing. As for VRIF... I didn't like how it is not really an asset that you can add into a project, but rather a project template. That's just hard to work with for me, it adds too much bias. And it lacks a lot of mechanics that HVR has, like melee. It also was more glitchy when I tried it last. However it seems to have better more fleshed out gunplay, and especially with latest updates that the developer teases it seems to be adding a lot more fun stuff. So I will probably continue making my prototype with HVR but will keep an eye on VRIF updates.
Great video. Have a few questions please - can you get any of the same features for free using oculus packages or xr interaction toolkit? Also would be useful to see the difference between how good auto hands is vs same functionality from the other packages that do similar things in your video. Many thanks
I think you can get some of these features, but not nearly as much as these toolkits offer. The oculus(meta) package is your best bet at getting the most features similar to any of these toolkits, but it can be a convoluted mess imo. I still need to play with the new Meta Package that they've released, but I remember the deprecated oculus package having a steep learning curve.
Using XRIT, you’re going to have to do a ton of scripting to get most of these features, but if you’re willing to suffer through that, you will practically have full control and understanding of what you’ve built. In my experience, If you buy any of these feature-filled assets, you will have to research beyond what the asset creator documentation provides and it can be incredibly cumbersome to learn the ins and outs of their components.
As a game developer looking to serious adpat any of these VR frameworks for a game, i'm always worried how well these assets intergrate with each other, like Hurricane or VRIF with Auto Hands. What are your thoughts @FistFullofShrimp ?
I'd say stick with one framework and try avoiding integrating multiple frameworks with each other. Whichever toolkit has the most features that you want, buy that one and if it's missing anything, then implement it yourself! You can always try integrating multiple frameworks, but it just seems like a headache to me imo
I have Impostor and it looks bad on HDRP bc of hard shadows that really stick ot in a better rendered environment. Also re-baking didn't work in most cases, weirdly. Unity support wrote me back after 6 months...
AMPLIFY imposters does NOT and NEVER will work for VR please don't put out videos VR assets. there ARE two or 3 imposter systems that DO work, are on sale and on standalone vr explicitly stated.
You're not wrong that it doesn't work incredibly well with VR up close. It also struggles with standalone quest. I should have mentioned that it works optimally for far away objects and PCVR. I'll make sure to pin a comment clarifying this. Cheers and thanks for the comment!
Why does it say that it has VR support then in the asset description? It sounds like they just added support for it but it also says it still doesn't support it. It's kinda contradictory.
☀Important Clarifications ☀
Amplify Imposter - This asset does not officially support stand-alone Quest. It also works better for objects that are far away and PCVR.
For an alternative that actively tests Meta Quest products, you can try "Impostors - Runtime Optimization". I have not purchased and tested this product myself, but it might produce better results when developing for the Quest.
Impostors - Runtime Optimization - prf.hn/l/Oqzl0lz
I have the Auto Hand asset and it works amazingly. Genuinely impressed by the creators work.
I love hearing about assets that'll save me time - please make this a regularly reoccurring video! Also, I'd love a video about taking synty assets and changing their materials and textures to make them more individual. Keep on Shrimp'n!
Thank you so much! Solid idea about the synty assets. So many people own them and customizing them would add some much needed variety for everyone that likes their products.
Got Autohand on sale, really an amazing asset and the creator is really responsive on discord
Absolutely love AutoHand. Great to hear the creator is so responsive!
Very good video to discover new assets. Yesterday I was looking for a system like amplify imposter
I'm glad you liked it! Just use some caution with amplify imposter. I failed to mention that it works best with objects at a distance and mainly for PCVR. I posted an alternative, but haven't been able to test it yet.
Hurricane+Hexabody is my favorite. I did like VRIF, but too often ended up with derpy jerky collisions everywhere. With hurricane, that unwanted jank was reduced considerably. It has pretty good automatic posing similar to Autohand, too.
Hurricane does a great job of being super polished and well rounded. I'm a little salty at them for being so stingy this sale and only having a 'flash sale" day for their amazing systems. Oh well, they have to make a buck too. Can't wait to see your next game mi amigo!
Have you used Hurricane+Hexabody for a commercial game? I am trying to decide between Hurricane and VRIF for my VR game and leaning towards VRIF becasue I heard that Hurricane is hard to work with and lacks customer support.
@@tientam779 No, only game jam games. And I haven't had to utilize support, but there is a very active discord which I have found to be great. That said, VRIF Is also a great system with good clean code, however the main selling point on Hurricane as an alternative is less janky physics. That's been my experience anyway. The creator of vrif may have fixed that stuff since I last tried to use it. There is more included in vrif.
@@tientam779what’d does VRIF have that XRIT doesn’t do? As a newbie I tried VRIF but found the docs hard to follow so went back to XRIT - which has tons of examples.
Hey, can you do a tutorial on how to setup the Final IK character for VR?
Of course! That sounds like a ton of fun!
Ultimate XR is a free and great VR framework
I did try all of the frameworks mentioned in the video an at first I was impressed by how smooth and fluid and natural AutoHand is, and how it can dynamically pose fingers and all that. Even started building my prototype with it, until I realized that... it pretty much does not have anything else, compared to other frameworks. So I took another look at Hurricane and realized that it actually can do everything that AH does. It also has autoposing and intricate pose and grabbing controls, and after just a little tweaking it is basically the same.
I think what AH does well is that they have a great demo scene and demo assets. It is focused specifically on grabbing things and showcasing dynamic finger posing. And their fingers and hands look really nice, and all the objects are simple but stylish. In contrast HurricaneVR tries to use more 'realistic' assets and it falls apart a little bit, it hurts the first impression. But in reality HurricaneVR is just better, imo. Maybe except for stab climbing.
As for VRIF... I didn't like how it is not really an asset that you can add into a project, but rather a project template. That's just hard to work with for me, it adds too much bias. And it lacks a lot of mechanics that HVR has, like melee. It also was more glitchy when I tried it last. However it seems to have better more fleshed out gunplay, and especially with latest updates that the developer teases it seems to be adding a lot more fun stuff. So I will probably continue making my prototype with HVR but will keep an eye on VRIF updates.
Great video. Have a few questions please - can you get any of the same features for free using oculus packages or xr interaction toolkit? Also would be useful to see the difference between how good auto hands is vs same functionality from the other packages that do similar things in your video. Many thanks
I think you can get some of these features, but not nearly as much as these toolkits offer. The oculus(meta) package is your best bet at getting the most features similar to any of these toolkits, but it can be a convoluted mess imo. I still need to play with the new Meta Package that they've released, but I remember the deprecated oculus package having a steep learning curve.
Using XRIT, you’re going to have to do a ton of scripting to get most of these features, but if you’re willing to suffer through that, you will practically have full control and understanding of what you’ve built. In my experience, If you buy any of these feature-filled assets, you will have to research beyond what the asset creator documentation provides and it can be incredibly cumbersome to learn the ins and outs of their components.
As a game developer looking to serious adpat any of these VR frameworks for a game, i'm always worried how well these assets intergrate with each other, like Hurricane or VRIF with Auto Hands. What are your thoughts @FistFullofShrimp ?
I'd say stick with one framework and try avoiding integrating multiple frameworks with each other. Whichever toolkit has the most features that you want, buy that one and if it's missing anything, then implement it yourself!
You can always try integrating multiple frameworks, but it just seems like a headache to me imo
@@FistFullofShrimp thanks for your feedback :)
thanks a lot, we need from "creators" of that assets provide mail or TH-cam channel to asks about there assets
Can you pls help me out in making a Quest 2 game of cricket? I'm trying to launch a ball on pressing the controller's trigger button.
which VR framework have you actually used?
I have Impostor and it looks bad on HDRP bc of hard shadows that really stick ot in a better rendered environment.
Also re-baking didn't work in most cases, weirdly. Unity support wrote me back after 6 months...
dang
Wow I am very early hehe
AMPLIFY imposters does NOT and NEVER will work for VR please don't put out videos VR assets.
there ARE two or 3 imposter systems that DO work, are on sale and on standalone vr explicitly stated.
You're not wrong that it doesn't work incredibly well with VR up close. It also struggles with standalone quest. I should have mentioned that it works optimally for far away objects and PCVR. I'll make sure to pin a comment clarifying this. Cheers and thanks for the comment!
Why does it say that it has VR support then in the asset description? It sounds like they just added support for it but it also says it still doesn't support it. It's kinda contradictory.