Thanks for the great content! Purchased this after seeing it in another one of you videos. Would really love to see a more in depth video on setting this up in a project and implementing some of the features. Keep up the great work!
I am at about 1 year of really focusing on learning Unity. Started with Unity learn and got my first VR device in September on 2021. Entered all your game jams. Was playing around with Little Melee System on your last jam. Someone liked one of my test videos and hired me for a prototype for a few $100. He was happy with what I made, but I used HVR and he wants Auto Hand so redoing now. In under a year of learning got paid to make a game, I would know nothing about programming or VR with out TH-camrs like you. Thanks.
would really love a more in depth tutorial on how to implement auto hand features in a project! also just wanna say your videos really helped me a lot these past months, started doing vr projects for university with absolutely no prior knowledge and your videos basically cover everything i needed to know to get these things to work :)
I remember buying this and getting hyped because I saw all the amazing functionality with it but never using it due to the lack on info online (or I was just lazy), thank you for this tutorial! I've been out of the groove for game dev recently and needed something like this to get me back into it.
It would be great if u could make a video on how to implement this for your own project. Like bringing in your own character model and objects and having the character moveable with hands and u can throw your own objects and break them.
@@JustinPBarnett hey uh, sorry to be yet another person asking for this, but you still working on it? i’m developing my own game to play with friends and every time i try to use my own hand models i glitch out everywhere and i’ve tried everything and nothing seems to work
Not afraid to triple down on this, but I'd like to be another name in the hat that would like you to do a demo/tutorial for auto hands lol. Their documentation and examples are.... well blatantly non-existent on this front.
I had to buy this asset after watching your video. I've been messing around trying to create hands and a good grabbing system for a few days for my final for my Game Developer degree and I am tired of not making much progress. I am finally going to make my first Unity Asset Store purchace and buy this asset as I see it will solve all my basic problems I have in most of my projects. I am stubborn sometimes and think I can create these advanced systems, but in reality, I am wasting time making wonky systems, and it is probably holding me back from focusing on the things I am good at. Thanks for the video and hopefully I will get an "A" for the class now that I will be able to put proper hands in my prototypes!
Entering the rotational values for the (R) Follow Offset Robot Hand (and the left one as well) doesn't go any good. Once you hit play, they get overwritten again by some default values.
@@JustinPBarnett too much functionality and expense for what I need right now. I think if I keep developing more projects (or my current project grows in complexity) then this will definitely be a great way to learn how to implement all the different types of hand interaction.
A tutorial that goes more in depth into “Auto hand”, it’s features and how they can be implemented into a project would be awesome! Big fan of the videos! Keep up the great work🥽
That's cool! Nice job! Would love to see something comparing the VRIF, Hurricane/Hex body, and Auto Hands. Like which is better for whom. I bought Auto Hands the other day, and its on my Unity Asset pile-of-shame to check out. Its now moved up to the top of the list, though. Thanks for making this!
Quick question, in this video you mention setting up a "URP project", but in your "How to Make VR Games in 2022" tutorial video you mention using just a basic "3D" project. Is there a big difference? When would you use 3D vs 3D URP? I'm new to Unity, but I've been watching your videos and they've been helping me learn a ton!
If you're just learning, 3D is going to be the most hands-off pipeline. But if you're making a game to release, I'd go with URP as it's more performant and more customizable.
Great video! Thanks a lot for the overview. The only note to the video is that sound level is lower than the ads you get while watching it. So you crank up the volume to 100% to listen to you, but then ads make you deaf :)
To piggy back what others are saying, I also am looking forward to any videos you do on how to implement. I call myself an advanced beginner and there is not enough documentation for me to work with, maybe for more seasoned developers. The developer did indicate that he is looking to do that. It has a lot of cool features and I look forward to getting back to use it when I learn more.
There is a hand align issue in Quest Build, if i fix hands in editor, Quest build become missAligned but if did not fixed in editor, everything is fine in build, what is wrong?
Any idea how to fix the text in play mode, it is good on the PC but pink squares in play mode. I am really thinking of signing up for your awesome course this winter break. More of my 3D modeling students are moving towards Quest 2 VR experience for their models in blender and Rhino. fbx files are the way to go!
Justin, perfect overview of a great asset. It would be great if you could show how it can be used in the project (setup, etc.). I have purchased this asset some months ago. The main problem I have is that there is a continuous movement (i.e. I am continuously moving forward all the time) as soon as I activate my hand controllers (especially the left one for moving forward). There must be something in the setup. I am looking forward to your new video!
So I really really want autohands. But the inventory in hurricane is amazing. What is your recommendation? Would it be easy to implement that inventory system with autohands?
Look so much forward to see more AutoHand tutorials. Would just like to add that it would be so cool if you could cover features such as FinalIK, passthrough, hand tracking and Normcore or Photon Fusion. Btw this tutorial is so helpful - thanks!!!
Do you know if Auto Hand has any built-in scripts to allow PC controls? I'm trying to test with a build on my VR headset while using my PC as host+client (with mirror) but don't want to make my own scripts if they have this written somewhere
Justin, several people have asked including my self now, but you haven’t answered. Why do the hand offsets reset when I hit play? I fixed them at runtime then copy and pasted the values. But when I hit play it resets to the wrong offset
Great Tutorial ! But my component values switching to a totally different value when I switching to play mode .I've tried everything .Any idea what's causing this ? I'm Using Unity 2022.3.7
This finally pushed me over haha got a copy for myself and diving back into unity, thinking about starting somewhere easy, building a mini world for a main menu! maybe pull a sword from a stone to start the game, maybe just being able to move on a platform but looking forward it it! ++ would love to see an in depth how to fully use assets guide like auto hands! Amazing videos
I really loved the framework/asset but it's so expensive as I'm in the learning phase and not planning doing games to sell (just making it for fun an learn). Do you know something similar? I know wouldn't be the same but at least a similar approach so I can change the system for this one later when makes sense to me. Thank you!
Is it possible to use the Oculus Quest 2 controller in all projects simply by integrating auto hand assets? I need to be able to grab, hand over, or interact with an object by touch, rather than using a grip on a controller or using a trigger or button. Is it possible to solve everything by purchasing this asset?
Would have been better to simply show if it is easy to setup in a project. Are the grab poses procedural and simply function automatically or have to make a pose?
Can you help me? I have a little problem, when after exporting the Demo scene to an APK and playing it on my Quest 1, I'm flying all over the map and can't seem to stop it. What can I do with it?
Have any of you used hand tracking with this asset? I know it's still on beta and I want to know how precise is it before acquiring it, since I need to use hand tracking in my project. The asset looks great, but as it's very recent I'm not sure if this covers what I need.
I built the Auto Hand Demo scene and set it up using OpenXR and Vive/Index controllers. Everything works great with the Index controllers and the Vive controllers are fine for most things except for moving/teleporting. This seems to be because movement is setup to use the Thumbsticks whilst the Vive controllers only have the Touchpads. I tried changing some of the TeleporterPointer settings but I couldn’t make it work with the Vive controllers. Do you think you could run through the procedure for getting the movement controls working with the Vive controllers? Also, I would be curious to see how to setup two custom hand rotations? One for the Vive controllers and another for the Index controllers?
Can you make a video for oculus driver configuration? I can't get the x y buttons to work. How can I let the viewer know that the viewer is on the table and pause the game? thank you
Can you teleport with theese hands? Very nice video. Like others I would also like to see the best practice how to use the hands in my own project. Great channel my g ♥️
Hello there, Justin! Thank you for sharing this knowledge with us! this is a bit off topic question, but is it rational to develop in unity using Quest 2 air link or link cable is a better option? I'm asking because I want to upgrade my strap and If I go with Bobo m2 with battery, I probably won't use it if I use link cable (if that's better option for gaming and unity). If I use KIWI - then there's no difference, because it has no battery. Appreciate your attention!
This doesn't seem to work for me. I am using Android Oculus. When I try to Assets / Auto Hand / Package (Setup) / Oculus VR I get five errors. I can't copy the screen - the errors relate to "The type or namespace name 'OVRInput' could not be found".
Well, VR is great and all that, but I just can not get use to the blocky graphics, like from the 90's. I am, expecting to see HIRES GRAPHICS in this MQ3 headset
I’m looking forward to the HurricaneVR asset, but I think for a follow up video to this, it would be interesting to compare the player based physics in comparison to HurricaneVR once that’s out. Some game genres like to move towards the more realistic movement and actions so it would be cool to see how this tool works in that regards, for climbing, firearm animation like reloading, or even puzzles. Great video as always, you’re my teacher at this point, Professor Barnett.
I need to save the player position so that when I close the game and reopen it, it restarts from the last position. I tried to save the transform.x, transform.y, transform.z of both the container and the offet but it doesn't work
Please do a video on Hurricane and Hexabody, together they are more feature complete than other offerings which is more important to actually making a game than good looking procedural grips. They have comparable procedural grabbing to AH as well anyway.
@@JustinPBarnettI saw in your video, it looks like you only use the controller, if the hand tracking feature was there it would really help me, or do you know how to activate hand tracking? I will be very helpful
Hi, I have a problem with the initial offset position of my hands. I followed your video tutorial but it seems like my offset value is reset every time I enter play mode. Of course I copy the value from play mode to editor mode. I also tried overriding like you did in the video, but it still automatically resets. This happens using OpenXR demo but not XR demo. Someone know a fix?
This was a fantastic introduction and I think it might be exactly what I need, I will definitely use your affiliate link :-) Do you think it could replace VRTK for all of the basic VR interactions? I’ve been using VRTK v3.3 and moving to v4 has been daunting for me as it still seems to be missing some features, the main one being the ability to use Unity’s menu canvas. Oh and I’d love to hear your thoughts on the various VR assets, especially VRTK. I’m also confused about the roll that Valve’s SteamVR plugin has going forward. Are they likely to do an uber update at some point, I feel like it has a lot of cool functionality that is going unused.
I feel like this plug-in does a lot of the perks of Hurricane VR and more. This was a great tutorial though, I hope the Hurricane VR one happens soon as I’m feeling bad about my purchase over Auto Hands 😞
Thank you for such a great video. Very helpful for me. And would really love to see a video of a virtual fitting room AR tutorial. Hope you do the same. Thanks bro..
No, you'd have a hard time with that. Might could get Hexa Body to work with it, but I generally don't recommend mixing frameworks unless you REALLY know what you're doing
Purchased pakcage in hopes for better vr experience. Well it works great but only for things that are in demo scene. ANYTHING beyond that is close to impossible. I tried to create a functional gun with operational slide and magazine (thing that i made in my system in like 8-10 hours) and after 2 days of work it just isnt possible. I cant say thats 60$ wasted. I will still take most of mechanics and implement them in my system. But honestly i am dissapointed.
Autohand SteamVR Demo on Valve Index does not really work well, your left hand is basically useless, you cannot pickup stuff, you cannot lift yourself up with the left hand etc. Not sure if it's just fckd up in the Demo, or if it's a general problem with the package, but this made me not buying it. When not even the package advert demo works as expected ^^
Eyeballing the offset for Oculus is almost certainly not the correct way of doing it, isn't there delta overrides elsewhere so that fixing Oculus doesn't break other devices? Worth looking into before following the video
I want an actual tutorial on how to add just picking up and throwing to a 100% new project, not demos. I feel like a) this is trying to do too much, and it's overwhelming and b) I dont want to reinvent the motion / telporting shit I already set up from your previous tutorials. I just want a way to pick up and throw things, and a tutorial on how to do that.
Get Auto Hand here: assetstore.unity.com/packages/tools/physics/auto-hand-vr-physics-interaction-165323?aid=1011lfR8v&pubref=review
Thanks for the great content! Purchased this after seeing it in another one of you videos. Would really love to see a more in depth video on setting this up in a project and implementing some of the features. Keep up the great work!
Definitely! I'm planning on making some small games with different frameworks to see how they each perform
I second this.
I am at about 1 year of really focusing on learning Unity. Started with Unity learn and got my first VR device in September on 2021. Entered all your game jams. Was playing around with Little Melee System on your last jam. Someone liked one of my test videos and hired me for a prototype for a few $100. He was happy with what I made, but I used HVR and he wants Auto Hand so redoing now. In under a year of learning got paid to make a game, I would know nothing about programming or VR with out TH-camrs like you. Thanks.
would really love a more in depth tutorial on how to implement auto hand features in a project! also just wanna say your videos really helped me a lot these past months, started doing vr projects for university with absolutely no prior knowledge and your videos basically cover everything i needed to know to get these things to work :)
As the wise Penguinz0 once said: “Yeeeaaahhhh babyyyy, that’s what I’ve been waiting fooorrrrr!!!”
🙌
I remember buying this and getting hyped because I saw all the amazing functionality with it but never using it due to the lack on info online (or I was just lazy), thank you for this tutorial! I've been out of the groove for game dev recently and needed something like this to get me back into it.
The developer's just recently done an overhaul on the documentation, so it should be MUCH better than when you used it before
It would be great if u could make a video on how to implement this for your own project. Like bringing in your own character model and objects and having the character moveable with hands and u can throw your own objects and break them.
Yes I'm planning on showing how to make a mini-game with this asset in the near future!
@@JustinPBarnett are you still planning on doing this?
@@CodyOQuinn yes!
@@JustinPBarnett hey uh, sorry to be yet another person asking for this, but you still working on it? i’m developing my own game to play with friends and every time i try to use my own hand models i glitch out everywhere and i’ve tried everything and nothing seems to work
Not afraid to triple down on this, but I'd like to be another name in the hat that would like you to do a demo/tutorial for auto hands lol. Their documentation and examples are.... well blatantly non-existent on this front.
I had to buy this asset after watching your video. I've been messing around trying to create hands and a good grabbing system for a few days for my final for my Game Developer degree and I am tired of not making much progress. I am finally going to make my first Unity Asset Store purchace and buy this asset as I see it will solve all my basic problems I have in most of my projects. I am stubborn sometimes and think I can create these advanced systems, but in reality, I am wasting time making wonky systems, and it is probably holding me back from focusing on the things I am good at. Thanks for the video and hopefully I will get an "A" for the class now that I will be able to put proper hands in my prototypes!
I think you'll be pleased once you get it!! It'll save you many many hours of work trying do do it yourself
I have purchased Auto Hands after watching this and that's the best money I have ever spent on, thank you! BTW you have beautiful eyes!
Entering the rotational values for the (R) Follow Offset Robot Hand (and the left one as well) doesn't go any good. Once you hit play, they get overwritten again by some default values.
Timely! I was just going through your old hands tutorial project this morning to grab stuff out for my current project. I’ll check this out
Let me know what you think!
@@JustinPBarnett too much functionality and expense for what I need right now. I think if I keep developing more projects (or my current project grows in complexity) then this will definitely be a great way to learn how to implement all the different types of hand interaction.
Sweet! Maybe a Hurricane VR Setup and Review in the near future? :D
Absolutely!
Yay, can't wait until the multi-player tutorial
Soon!!
A tutorial that goes more in depth into “Auto hand”, it’s features and how they can be implemented into a project would be awesome!
Big fan of the videos! Keep up the great work🥽
Agreed
Yup, it's not as easy as 123 to add it to your existing project
@@cs-us3jg have u found it out yet?
Absolutely! Will be more in the near future
That's cool! Nice job! Would love to see something comparing the VRIF, Hurricane/Hex body, and Auto Hands. Like which is better for whom. I bought Auto Hands the other day, and its on my Unity Asset pile-of-shame to check out. Its now moved up to the top of the list, though. Thanks for making this!
Ooo good idea!
Quick question, in this video you mention setting up a "URP project", but in your "How to Make VR Games in 2022" tutorial video you mention using just a basic "3D" project. Is there a big difference? When would you use 3D vs 3D URP?
I'm new to Unity, but I've been watching your videos and they've been helping me learn a ton!
If you're just learning, 3D is going to be the most hands-off pipeline. But if you're making a game to release, I'd go with URP as it's more performant and more customizable.
Great video! Thanks a lot for the overview.
The only note to the video is that sound level is lower than the ads you get while watching it. So you crank up the volume to 100% to listen to you, but then ads make you deaf :)
When I change the offset then stop and paste the settings when I run again they just switch to the incorrect values again.
Same problem here . Did you find any solution?
@@Roxyjungle Unfortunately not.
That's sad . I also suffering with this since a day. Maybe the version of the engine causes. 2022.3.7 i using@@qualar
SO COOL! This video could not have been more perfectly timed!
Happy to help!
To piggy back what others are saying, I also am looking forward to any videos you do on how to implement. I call myself an advanced beginner and there is not enough documentation for me to work with, maybe for more seasoned developers. The developer did indicate that he is looking to do that. It has a lot of cool features and I look forward to getting back to use it when I learn more.
would love to see an updated version of this
There is a hand align issue in Quest Build, if i fix hands in editor, Quest build become missAligned but if did not fixed in editor, everything is fine in build, what is wrong?
Would you be willing to do a tutorial talking about implementing some of this with a networking tool like Mirror or Photon or something else?
Yes! I should be working on a Mirror tutorial shortly
what headphoen you are using justin. I love collecting those
Nice but where can I find your tutorial of how to actually use this in an existing project?
Hi.. Are you using Virtual Desktop for this ( testing )? And is it possible to use auto hand with XR Device Simulator?
Great video! Thanks!!
Any idea how to fix the text in play mode, it is good on the PC but pink squares in play mode. I am really thinking of signing up for your awesome course this winter break. More of my 3D modeling students are moving towards Quest 2 VR experience for their models in blender and Rhino. fbx files are the way to go!
Justin, perfect overview of a great asset. It would be great if you could show how it can be used in the project (setup, etc.). I have purchased this asset some months ago. The main problem I have is that there is a continuous movement (i.e. I am continuously moving forward all the time) as soon as I activate my hand controllers (especially the left one for moving forward). There must be something in the setup. I am looking forward to your new video!
Agreed! I’ll be doing some mini games with different assets in the future so people can see how they work in a more real world setting
So I really really want autohands. But the inventory in hurricane is amazing. What is your recommendation? Would it be easy to implement that inventory system with autohands?
this is gunna make my GameDev experience so much easier thanks a ton!
Glad I could help!
I would love more videos going into the nitty-gritty of how to use this!
Look so much forward to see more AutoHand tutorials. Would just like to add that it would be so cool if you could cover features such as FinalIK, passthrough, hand tracking and Normcore or Photon Fusion.
Btw this tutorial is so helpful - thanks!!!
Can you make a video on how to make a multiplayer game?
Yup! In a few weeks
are u still working on a tutorial how to implement this for your own project??
Do you know if Auto Hand has any built-in scripts to allow PC controls? I'm trying to test with a build on my VR headset while using my PC as host+client (with mirror) but don't want to make my own scripts if they have this written somewhere
Justin, several people have asked including my self now, but you haven’t answered.
Why do the hand offsets reset when I hit play? I fixed them at runtime then copy and pasted the values. But when I hit play it resets to the wrong offset
Great Tutorial ! But my component values switching to a totally different value when I switching to play mode .I've tried everything .Any idea what's causing this ? I'm Using Unity 2022.3.7
This finally pushed me over haha got a copy for myself and diving back into unity, thinking about starting somewhere easy, building a mini world for a main menu! maybe pull a sword from a stone to start the game, maybe just being able to move on a platform but looking forward it it! ++ would love to see an in depth how to fully use assets guide like auto hands! Amazing videos
Good for you! Yes I'll definitely be putting out more updated tutorials for Auto Hand
What asset would you recommend to kickstart VR in Unity with Multiplayer support for Standalone Quest 2?
Thanks. I was looking for an asset to take my VR game into Open XR and I think this is it.
Glad I could help!
I really loved the framework/asset but it's so expensive as I'm in the learning phase and not planning doing games to sell (just making it for fun an learn). Do you know something similar? I know wouldn't be the same but at least a similar approach so I can change the system for this one later when makes sense to me. Thank you!
Yes it would be nice to go in to details. Thanks for the video :)
You got it!
thanks for the review ! great asset!
OMG FINALLY LETS GOOO
Wohooo!
Awesome as always :) Still hoping for that HurricaneVR info / intro / tutorial here sometime too. Rock on!
Coming soon!
@@JustinPBarnett Woohoo! Can't wait! Thanks! :)
Is it possible to use the Oculus Quest 2 controller in all projects simply by integrating auto hand assets? I need to be able to grab, hand over, or interact with an object by touch, rather than using a grip on a controller or using a trigger or button. Is it possible to solve everything by purchasing this asset?
Would have been better to simply show if it is easy to setup in a project. Are the grab poses procedural and simply function automatically or have to make a pose?
How does this asset compare to Hurricane VR? There seem to be a lot of similarities?
Can you help me? I have a little problem, when after exporting the Demo scene to an APK and playing it on my Quest 1, I'm flying all over the map and can't seem to stop it. What can I do with it?
Did you solve that problem?
Have any of you used hand tracking with this asset? I know it's still on beta and I want to know how precise is it before acquiring it, since I need to use hand tracking in my project. The asset looks great, but as it's very recent I'm not sure if this covers what I need.
I built the Auto Hand Demo scene and set it up using OpenXR and Vive/Index controllers. Everything works great with the Index controllers and the Vive controllers are fine for most things except for moving/teleporting. This seems to be because movement is setup to use the Thumbsticks whilst the Vive controllers only have the Touchpads.
I tried changing some of the TeleporterPointer settings but I couldn’t make it work with the Vive controllers. Do you think you could run through the procedure for getting the movement controls working with the Vive controllers?
Also, I would be curious to see how to setup two custom hand rotations? One for the Vive controllers and another for the Index controllers?
I don't have vive controllers, so can't really help you out with that. I'd recommend joining Auto Hand's discord and asking in there
Auto Hand, very nice. I have it. Would be nice to see a tutorial or few of HurricaneVR/HexabodyVR ( Unity Assets ).
Hi, I followed this guide but I can't build working apk. Can anyone tell me how to do it or link me some documentation? 🤯
Definetly interested for a more detailed video aswell!
Will do!
hey for some reason when ever i launch it my hands wont move how do i fix it?
Can you make a video for oculus driver configuration?
I can't get the x y buttons to work.
How can I let the viewer know that the viewer is on the table and pause the game?
thank you
Like a driving game?
Can you teleport with theese hands?
Very nice video.
Like others I would also like to see the best practice how to use the hands in my own project.
Great channel my g ♥️
Hello there, Justin!
Thank you for sharing this knowledge with us!
this is a bit off topic question, but is it rational to develop in unity using Quest 2 air link or link cable is a better option? I'm asking because I want to upgrade my strap and If I go with Bobo m2 with battery, I probably won't use it if I use link cable (if that's better option for gaming and unity). If I use KIWI - then there's no difference, because it has no battery.
Appreciate your attention!
Either works! I tend to use the cable because I don't have to re-connect to my computer as much
I'd love to see you add this to some test products.
This doesn't seem to work for me. I am using Android Oculus. When I try to Assets / Auto Hand / Package (Setup) / Oculus VR I get five errors.
I can't copy the screen - the errors relate to "The type or namespace name 'OVRInput' could not be found".
Did you fix those errors?
请问是否测试过pico4?我在测试pico4与auto hand的之后发现一些特殊的问题。谢谢
I configured it with the Oculus option.
Can you make a video to explain the steps listed below?
thank you
What steps?
How do I save the position of the Oculus configured player to save it to a file and retrieve it for reading? Can you make a video about this?
Video soon!
Well, VR is great and all that, but I just can not get use to the blocky graphics, like from the 90's. I am, expecting to see HIRES GRAPHICS in this MQ3 headset
I’m looking forward to the HurricaneVR asset, but I think for a follow up video to this, it would be interesting to compare the player based physics in comparison to HurricaneVR once that’s out. Some game genres like to move towards the more realistic movement and actions so it would be cool to see how this tool works in that regards, for climbing, firearm animation like reloading, or even puzzles. Great video as always, you’re my teacher at this point, Professor Barnett.
Professor Barnett! I love that! lol. And yea I'd love to do a comparison video between this and hurricane in the future
Now that I have the asset I need someone to show me how I can use it haha. How would I set up my own custom hand and have it work the same way.
I'll be doing more detailed tutorials soon!
Just purchased via your link. Would love a deep dive into the asset.
Thanks so much! I’ll be doing one in the coming month or so!
how do you add a custom hand to it i mean like a different kind of hand like lego hands
I need to save the player position so that when I close the game and reopen it, it restarts from the last position.
I tried to save the transform.x, transform.y, transform.z of both the container and the offet but it doesn't work
I'm actually coming out with a script that positions the player on Thursday!
please make "how to make stable object in unity vr" video
Stable object?
@@JustinPBarnett i meant stabbing like with sword and the sword goes through the object
Like in boneworks and the walking dead.
OpenXR plugin isn’t ready yet.
VR Interaction Framework if you could demo it
Coming soon!!
Could you do a updated version on the full body stuff, using IK.
Yup! Trying to get my own procedural hands and then I’ll tie it all together and do an updated ik video
@@JustinPBarnett that sounds amazing.
Auto Hand is actually now in the Spring Sale at 50%, in case anyone has just come to this tutorial and needs it :)
👆👆👆
yah i got this one so excited. and then i haven't done anything other then play with demo. really need to get back into vr stuff. been lazy.
The demo is SO fun!
Can you please do a set up on version 2021.2.16f1
I have been trying to make a vr game but don't know how to start.
Check out my 2022 setup video
Thanks.
Does this have hand tracking for oculus quest 2 without controller, with hand physics and hand pose?
Only controllers as of now
Why wouldn't you show how to set up intractables?
Only controllers or works with hand tracking?
Please do a video on Hurricane and Hexabody, together they are more feature complete than other offerings which is more important to actually making a game than good looking procedural grips. They have comparable procedural grabbing to AH as well anyway.
Yes! Planning on doing that soon. Might even do one for each asset.
how do you save the position of the player to write it to a file and retrieve it for reading?
thank you
Actually coming out with a video on thursday about how to position the player
Can you make video on how to setup vr project for xr interaction toolkit 2.0.1?
Check out my 2022 setup video
@@JustinPBarnett I figured it out thanks. I also want to say that your videos were very helpful when I was first starting out to learn unity vr dev.
How Should I use hand tracking?
What do you mean?
@@JustinPBarnettI saw in your video, it looks like you only use the controller, if the hand tracking feature was there it would really help me, or do you know how to activate hand tracking? I will be very helpful
@@darbanranu I believe for Auto Hand it's only controller tracking still.
Got my copy!
Let me know what you think!!
AMAZING!
Hi, I have a problem with the initial offset position of my hands. I followed your video tutorial but it seems like my offset value is reset every time I enter play mode. Of course I copy the value from play mode to editor mode. I also tried overriding like you did in the video, but it still automatically resets. This happens using OpenXR demo but not XR demo. Someone know a fix?
Same thing here. Any solutions?
@@VistaLargaGames Unfortunately I didn't find a solution
@@chucksecci3374 the only solution I found was via a Script at runtime
This was a fantastic introduction and I think it might be exactly what I need, I will definitely use your affiliate link :-) Do you think it could replace VRTK for all of the basic VR interactions? I’ve been using VRTK v3.3 and moving to v4 has been daunting for me as it still seems to be missing some features, the main one being the ability to use Unity’s menu canvas.
Oh and I’d love to hear your thoughts on the various VR assets, especially VRTK. I’m also confused about the roll that Valve’s SteamVR plugin has going forward. Are they likely to do an uber update at some point, I feel like it has a lot of cool functionality that is going unused.
I'd love to do a VRTK video and maybe even some comparisons in the near future
I feel like this plug-in does a lot of the perks of Hurricane VR and more.
This was a great tutorial though, I hope the Hurricane VR one happens soon as I’m feeling bad about my purchase over Auto Hands 😞
Soon! They're both pretty similar. I'd still say Hurricane is a better overall framework at this point
Thank you for such a great video. Very helpful for me. And would really love to see a video of a virtual fitting room AR tutorial. Hope you do the same. Thanks bro..
You're welcome! And good suggestion
Am i pushing myself backwards? is that a thing??? Prob shouldnt be able to do this in the demo no??
Does this work with Hexa Body and Hurricane VR?
No, you'd have a hard time with that. Might could get Hexa Body to work with it, but I generally don't recommend mixing frameworks unless you REALLY know what you're doing
Can it be used with hurricane vr
Purchased pakcage in hopes for better vr experience.
Well it works great but only for things that are in demo scene. ANYTHING beyond that is close to impossible. I tried to create a functional gun with operational slide and magazine (thing that i made in my system in like 8-10 hours) and after 2 days of work it just isnt possible.
I cant say thats 60$ wasted. I will still take most of mechanics and implement them in my system. But honestly i am dissapointed.
Autohand SteamVR Demo on Valve Index does not really work well, your left hand is basically useless, you cannot pickup stuff, you cannot lift yourself up with the left hand etc. Not sure if it's just fckd up in the Demo, or if it's a general problem with the package, but this made me not buying it. When not even the package advert demo works as expected ^^
Huh, haven't tried the demo. It seems to be focused on the quest platform for sure, but I have tried it with my index and it works fine for me.
Eyeballing the offset for Oculus is almost certainly not the correct way of doing it, isn't there delta overrides elsewhere so that fixing Oculus doesn't break other devices? Worth looking into before following the video
Will there be a future video on how to make procedurally generated hand animations from scratch so that some of us don't have to spend money? lol
Yes! I'm slowly but surely working on that video now!
Can you use the hands? not he controls....
I want an actual tutorial on how to add just picking up and throwing to a 100% new project, not demos.
I feel like a) this is trying to do too much, and it's overwhelming and b) I dont want to reinvent the motion / telporting shit I already set up from your previous tutorials.
I just want a way to pick up and throw things, and a tutorial on how to do that.
Thanks man this is great!
It's a bit expensive :(. But thank you very much for your tutorial.