Search Unity

HurricaneVR Physics Hands Interaction Framework

Discussion in 'Assets and Asset Store' started by Cloudwalker_, Oct 5, 2020.

  1. Cloudwalker_

    Cloudwalker_

    Joined:
    Jan 3, 2014
    Posts:
    140


    https://assetstore.unity.com/packages/templates/systems/hurricanevr-177300

    HurricaneVR is a Physics interaction tool kit that enables you to rapidly create immersive VR games. Our Hand physics use Non-Kinematic Rigidbodies which allows your playerbase to experience the weight of what they are holding. This enables quality collision, two handed holding, throwing, and interactions with your physics objects.


    Major headset support is built in: includes all Oculus devices, Vive, Valve Index, and WMR devices which will allow you to target SteamVR, Oculus and Quest platforms with ease. We own Oculus, Vive, WMR, and Index controllers to be able to fully support you.


    ⭐ Recent Updates ⭐


    ✓ SteamVR Finger Tracking Integration (Knuckles etc.)


    ✓ Automatic Poser Live Updates in editor view for quick pose creation


    ✓ Final IK / VRIK Integration with full body Posing in Scene view


    ✓ Line Grab - grab anywhere on the line w/ loose trigger grip


    ✓ New Input System support for OpenXR


    ✓ Flexible Stabbing System w/ Customizable Stab Difficulty and Friction


    ✓ Grab System Updated with Trigger activated Grab and Socket Interactions



    ⭐ Key Features ⭐


    ✓ Responsive and immersive Hand Physics


    ✓ Smooth locomotion with smooth and snap turning


    ✓ Supports custom rigged hand models


    ✓ Line Grab with one axis of positional and rotational freedom


    ✓ Configurable one and two hand strength per grabbable


    ✓ Static Hand Pose Editing system with mirroring and finger animation


    ✓ Dynamic Hand Pose Solving using Physics


    ✓ Gravity Gloves or Force Grab style remote grabbing


    ✓ Customizable physics based gun recoil


    ✓ High quality throwing with per controller center of mass


    ✓ Record poses with Quest Hand Tracking or Dynamic Pose Solver


    ✓ Powerful socket system with filters and auto scaling by mesh size


    ✓ Teleport with dash to destination option


    ✓ Device detection and connection logic handled for you


    ✓ Input wrappers for handling various controller types


    ✓ Player can crouch, sprint, and jump


    ✓ Head Collision Fade and configurable lean



    ⭐ Samples included ⭐


    ✓ Physics interactables: Doors, drawers, dials, buttons, and levers, combination safe


    ✓ Over the shoulder backpack inventory with auto collect


    ✓ Auto collecting chest inventory


    ✓ Waist Holsters with configurable orientation


    ✓ Keypad door unlock


    ✓ M4A1 Assault Rifle, Pump Shotgun, Pistol


    ✓ VRIK Example Scene



    ⭐ Integrations ⭐

    HexaBody VR Player Controller

    Final IK / VRIK


    Support:

    Discord Support

    Documentation

    Example Scene Demo
     
    Last edited: Apr 12, 2021
    ilikegames123123 likes this.
  2. ilikegames123123

    ilikegames123123

    Joined:
    Oct 7, 2020
    Posts:
    2
    Hey there, this looks awesome but I own the Index. I see that you are working on an update for that, any idea on an ETA ?
     
  3. Cloudwalker_

    Cloudwalker_

    Joined:
    Jan 3, 2014
    Posts:
    140
    Hi ilikegames (you must really like games). I'm FINALLY getting my back ordered Index delivered today, so I will begin work immediately. As far as an ETA due to the Unity Asset Store publishing process, I can't give a date, but most likely within the next 2 weeks! You can join our discord if you like to follow more closely along with our updates!
     
    Last edited: Oct 10, 2021
  4. ilikegames123123

    ilikegames123123

    Joined:
    Oct 7, 2020
    Posts:
    2
    Awesome, thanks for the update. I've been looking for an asset like this that takes care of the Inputs, such a difficult thing to figure out in Unity.
     
  5. Cloudwalker_

    Cloudwalker_

    Joined:
    Jan 3, 2014
    Posts:
    140
    SteamVR support is coming early next week most likely. Update is pending asset store review!
     
  6. DigitalAdam

    DigitalAdam

    Joined:
    Jul 18, 2007
    Posts:
    1,209
    Looks good. What are the pros/cons when comparing this to the VR Interaction Framework aside from the price?
     
  7. Cloudwalker_

    Cloudwalker_

    Joined:
    Jan 3, 2014
    Posts:
    140
    Last edited: Nov 1, 2020
  8. Juruhn

    Juruhn

    Joined:
    Jun 25, 2013
    Posts:
    13
    Hello all,
    Researching options for hand presence and interaction for upcoming project.

    Biggest question: is it decoupled from any VR SDK like oculus/steam/etc? So switching to another VR platform is easy?

    So does this asset work with
    - Unity 2020.1.x
    - Using XR plugin management
    - Initial platforms Quest & Pico

    Also looking into XR Interaction Toolkit, which seems promising (although has no hand models).

    Thanks for any info!
    Cheers
     
  9. beowulfkaine

    beowulfkaine

    Joined:
    Apr 3, 2014
    Posts:
    185
    Can this be used with the Oculus Quest?
     
  10. DigitalAdam

    DigitalAdam

    Joined:
    Jul 18, 2007
    Posts:
    1,209
    I have both this asset and the Quest so yes, it can be used.
     
  11. Cloudwalker_

    Cloudwalker_

    Joined:
    Jan 3, 2014
    Posts:
    140
  12. natmaxex

    natmaxex

    Joined:
    Jul 12, 2012
    Posts:
    68
    I'm having trouble building to my Oculus Quest???

    It says "Cannot build player while the editor is importing assets or compiling scripts" every time I try to build.

    I have been building to my quest for a while now and haven't had any problems until I started using HurricaneVR
     
  13. Cloudwalker_

    Cloudwalker_

    Joined:
    Jan 3, 2014
    Posts:
    140
    Any chance you're on 1.94? If so I do have a issue that i'm releasing a fix for soon in the HVRSettings.cs

    public string PosesDirectory => GetPosesDirectory(); needs to be moved into the #if UNITY_EDITOR define wrapper.
     
  14. natmaxex

    natmaxex

    Joined:
    Jul 12, 2012
    Posts:
    68
    It looked looks like that worked.
    I am using Unity 2021.1.2f1
     
    Last edited: Apr 12, 2021
  15. natmaxex

    natmaxex

    Joined:
    Jul 12, 2012
    Posts:
    68
    I have a new problem:


    Also, Where is this feature? I was hoping "GWPHandScene" would allow me to play with automatic finger posing when grabbing an object it was one of the reasons I bought the Hurricane VR asset pack:
     
    Last edited: Apr 13, 2021
  16. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    Invite to Discord is invalid.

    upload_2021-10-10_19-20-49.png
     
  17. Cloudwalker_

    Cloudwalker_

    Joined:
    Jan 3, 2014
    Posts:
    140
    PolyMad likes this.
  18. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    Having a strange problem with HBD together with HVR.
    This below is while playing the game on the pc.
    The puppet is standing correctly.

    upload_2021-10-17_4-55-2.png

    But when I make a build and play it on the Quest, the puppet collapses on its ass essentially.
    This happened after I did the following operations:

    - I added a prefab to the left hand, an armPC.
    - it worked fine on Quest, I watched my left forearm, and I read the data on it.
    - as I wanted to see the data also when testing on PC, I also added the same prefab to the head.
    - it worked fine.
    - then, as I didn't want it anymore on the head, I de-activated it.
    - at that point, I started to have the problem.
    - if I raise the hands, they don't touch the ground, so Hexabody works fine, and I can move.
    - if I lower the hands, they touch the ground and lift me.
    - this is just to tell you what's happening.

    - the first thing I thought was that the armPC in front of the head was annoying Hexabody, so I just removed it.
    - still collapsing.
    - then, as I didn't want to see the hands anymore, because it will be a different type of character, I wanted to see only the armPC, and because I didn't know what else to do, I DISABLED the 3 children of both phisical hands.
    - still collapsing.
    - so then I re-activated the system parts, and only disabled the visual model of the hands.
    - still collapsing.
    - so then I re-activated everything, but no way.
    - everything should be EXACTLY like it was before, but somehow it isn't.
    - I didn't touch anything else, the MainPlayer prefab should be EXACTLY as it was before I was just deactivating and activating the parts, and before I added and removed the prefabs. Nothing else was touched.
    - the armCPU only has a collider, no rigidbody, so it has no weight.

    Another thing (or two).
    I would also like to know why the CHESTCAPSULE is there up. It doesn't look like a chest-something at all.

    upload_2021-10-17_5-4-1.png

    Meanwhile the KNEECAPSULE is so tall:

    upload_2021-10-17_5-4-36.png

    And finally, this is the PELVISCAPSULE:

    upload_2021-10-17_5-5-1.png

    Doh? o_O
    This configuration was exactly the same even before, when everything worked.

    While we are at it, I must also add this:

    upload_2021-10-17_6-38-45.png

    The CameraRig is under the PELVIS, which also contains the controllers, while the Physics hands are OUTSIDE the Hexabody root. And there is a FLOOROFFSET that holds these critical components, instead than having it as root of the whole construct so to have it raise the whole system with the right offset.
    Now, I don't know, maybe it's right this way, and I don't want to teach you anything, because I wouldn't be able to build such a thing like this one, but are you sure that this is the configuration you want to keep?
    Nobody will be able to change/attach anything to this system. Or at least I did :D

    I could of course mistake and have changed something in your stuff inadvertently, but it's really, really difficult that this happened, because I choose to NOT interfere with original ready packages that I don't know how they work. When it works, I don't touch it, it's a simple rule :D
    That's why I only attach stuff and remove it, etc.: because when I remove it, the prefab is back to its original state.

    Anyway, It would be nice to have a more faithful physical configuration, if possible ;)
    It's not for fun, it's because if one wants to attach physical stuff to the skeleton, it's practically impossible, unless you document how to do it, where to place the stuff, which are the hierarchies in reality.
    As I see that you do things quite sharply, the distribution of this hierarchy looks really odd and out of your style :eek:
     
    Last edited: Oct 17, 2021
  19. PolyMad

    PolyMad

    Joined:
    Mar 19, 2009
    Posts:
    2,350
    And one last thing: I added the panel from the scene_examples, in an attempt to see if it's something with height calibration, but I don't have the lasers now, so I can't press the buttons :rolleyes:
     
  20. natmaxex

    natmaxex

    Joined:
    Jul 12, 2012
    Posts:
    68
    This is their official tutorial for setting it up: https://youtu.be/PgfULQ-Zp_E
    they don't have an example project for it.
     
  21. GreaserMonkey

    GreaserMonkey

    Joined:
    Feb 10, 2019
    Posts:
    65
    This is probably something simple. I made a physics door with a door handle. I can move the door by pushing the surface of the door and I can grab the handle, but when I grab the handle the door does not move when I move controller. What do I need to change to get this working?

    Unity 2020.3.7f1
    Hurricane VR 2.5.1.3
    XR Plug-in Management
    Oculus Quest 2

    upload_2021-12-10_12-34-19.png

    upload_2021-12-10_12-35-34.png

    upload_2021-12-10_12-36-20.png
     
  22. GreaserMonkey

    GreaserMonkey

    Joined:
    Feb 10, 2019
    Posts:
    65
    Got this solved. The door handle needs to have rigidbody and a joint. Then door can be moved with the handle.
     
  23. Somshekar

    Somshekar

    Joined:
    Dec 16, 2016
    Posts:
    10
    Hi,
    Hurricane with hexabody integration is there, but how can combine hurricane, hexabody and Final IK together without conflict. Can you please share these three working example?
     
    cmppc likes this.
  24. davedev

    davedev

    Joined:
    Jan 12, 2009
    Posts:
    74
  25. DavidZobrist

    DavidZobrist

    Joined:
    Sep 3, 2017
    Posts:
    234
    @Cloudwalker_

    Hey love your VR package.
    How ever I struggle to stop the velocity of
    HVRManager.Instance.PlayerController.CharacterController

    As we want to reset the HVRPlayerController to the start position on a certain fall speed.

    We tried:


    HVRManager.Instance.PlayerController.CharacterController.velocity.Set(0,0,0);
    HVRManager.Instance.PlayerController._previousVelocity.Set(0,0,0);
    HVRManager.Instance.PlayerController.Gravity = 0f;
    HVRManager.Instance.PlayerController.enabled =false;


    While the last method works, as soon we placed the playercontroller at the start position and reenable it the velocity seems to remain the same, a slight fall will retrigger the fall script again.


    How to properly stop the velocity (y) of the HVRPlayerController and which velocity should we check for getting our fallspeed for the script trigger?
     
  26. DavidZobrist

    DavidZobrist

    Joined:
    Sep 3, 2017
    Posts:
    234
    Ok I was able to fix it in the HVRPlayerController
    By adding this check and setting the yVelocity value to 0.

    Code (CSharp):
    1. protected virtual void HandleVerticalMovement()
    2. {
    3.     ..
    4.     if (IsGrounded || IsClimbing)
    5.     {
    6.      
    7.         yVelocity = 0;
    8.     }
    9.  
    10. ...
    11. }
     
  27. beowulfkaine

    beowulfkaine

    Joined:
    Apr 3, 2014
    Posts:
    185
    Can anyone point me in the direction of where to change the option to allow for not having to hold objects with the grip or trigger? I essentially want to grip once and then have the object in hand whether I hold the button or not
     
  28. jingato

    jingato

    Joined:
    Jun 23, 2010
    Posts:
    299
    Hi, was considering picking this up but I have 2 questions.

    1) is it easy to integrate into an existing game that already has a working setup using the XROrigin component ( on oculus quest ) without too much redo of work?

    2) can the hand animations / poses be applied to the meta avatars that oculus provides or do I need to use a custom hand model?

    Thanks
     
  29. TheDeepVR

    TheDeepVR

    Joined:
    May 8, 2018
    Posts:
    22