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[RELEASED] VR Character Controller - Inspace Toolkit (ITK)

Discussion in 'Assets and Asset Store' started by joelybahh, Jun 8, 2019.

  1. joelybahh

    joelybahh

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    Banner1.png
    VR Character Controller is the most powerful and intuitive VR character controller on the asset store. The system is built on Unity's native VR support making it extremely future proof and easy-to-use.

    ITK allows users of any proficiency level to create custom VR locomotion setups in minutes. Built as a series of modules, ITK makes it easy to add, remove and combine different movement methods, making this perfect for Artists, Designers, and Programmers.

    Don't spend your precious development time re-creating the wheel, kickstart your VR development today, and have a VR Character Controller implemented in just seconds, ready to deploy or build on top of.


    Main Features: Mix & Match any modules to create a unique experience.
    • A built-in VR Rig Creation wizard to configure and manage the VR camera rig (never dig through the hierarchy again!).
    • Event-driven architecture making ITK very easy to extend.
    • Dozens of configurable locomotion modules for you to mix and match:
      • Advanced Teleporter:
        • Configure teleport arc to rebound off walls or slopes.
        • Rotate your teleport direction with the Thumbstick/Touchpad.
      • Smooth movement with the Thumbstick/Touchpad, follow your head or hands.
      • Run-in-place movement.
      • Smooth or snap rotate with the thumbstick.
      • Arm-Swing movement.
      • Grip-and-pull movement.
      • Dash movement.
      • Configurable Body presence settings:
        • Gravity settings, walk in the air or fall (smoothly or instantly).
        • Crouch to walk under obstacles.
        • Prevent walking through walls.
        • Prevent teleporting into spaces based on VR user height.

    Asset Integrations:
    GAIA - Use Gaia? We have a direct integration to streamline your game creation process! watch the demo video here.

    Supported Devices:
    • Oculus Rift/Rift S - Tested.
    • Vive & Vive Pro - Tested.
    • WMR Headset - Tested.
    Supported Next Update:
    • Oculus Go - In-Development
    • Oculus Quest - In-Development
    NOTE: Oculus Quest is not supported by Unity's Standalone VR Support until the next version of unity (2019.2.0). We are actively working on getting a solution for the Quest compatible with 2018.3.5 and up in the mean time.

    Interested? Fill out this short survey to help shape the future of this plugin.
    https://www.surveymonkey.com/r/T7WQKXR

    Screenshot-VRRigBuilder.png
    VR Rig Builder
    Use the VR Rig Builder to automatically generate a VR Character Controller rig. If you are missing any dependencies, or don't have all the correct settings, we will automatically fill those in when you first open this window, so just bear with it and let it finish processing.


    Screenshot-ITKManager.png
    VR Rig Manager
    The VR Rig Manager resides in the same window as the Rig Builder, this window, however, only shows if there is a rig already present in your unity scene. This window allows you to manage all of the settings for your Character Controller, in neat, easy to use editor window that avoids the need to dig through hierarchies.


    Screenshot-SceneHierarchy.png
    Clean and easy to navigate hierarchy.
    Hierarchy is nice and neat, very readable at a glance, and helps understand how this asset works. Toggling off a feature is as simple as toggling off the game object (NOTE: only objects under Modules should be toggled off). This can all be done through the manager widow also.


    Screenshot-EventDriven.png Event-Driven Design
    This asset was built with event-driven architecture, simply add an IXR_EventListener to any game object, drag whatever one of these events you want to respond too, and start responding to VR Character Controller events all through the unity editor UI! This can also be done through code.
     
    Last edited: Jun 23, 2019 at 10:10 PM
  2. joelybahh

    joelybahh

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  3. MattJ97

    MattJ97

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    This looks great! It's actually quite hard to find a good VR Character Controller solution, this one look like very promising!
     
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  4. Pescu

    Pescu

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    Very nice, I can't wait to try it.
    I have just some questions.
    • Did the teleport implement layers or other technique for where you can teleport?
    • If someone use Steam VR rig camera, is easy to make it work together?
     
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  5. EstudioVR

    EstudioVR

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    Rift, Vive, Go, Quest ?
     
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  6. joelybahh

    joelybahh

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    Definitely, they're fully tested and work great.

    Yes, as unity Native VR supports these headsets, however not fully tested as we only just got the headsets in the other day so official testing will take place next week. I will reply with another post with supported headsets.

    Join our discord community, if you like, for frequent updates
     
    Last edited: Jun 10, 2019
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  7. joelybahh

    joelybahh

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    Yes, the teleport feature works off collision layers for determining what it can and can't hit.

    It is definitely possible, but no automated method of doing so yet. I'll be curious to see the demand for something like this, as Native VR is looking to remove the need for SteamVR and Oculus Integration assets. But if lots of people want this I can definitely do a tutorial video on it and add it to the automated workflow
     
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  8. Pescu

    Pescu

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    If they remove the need of integration with steamVR of course it would only simplify our job. It would probably remain only the binding of the joysticks.
     
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  9. EstudioVR

    EstudioVR

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    Do you have a estimated price tag?
     
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  10. StevenPicard

    StevenPicard

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    Will this support the Windows MR VR headsets?
     
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  11. joelybahh

    joelybahh

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    We have gone ahead and added a simple input mapper for generic controller inputs, so things like Trigger, Grip, Menu Buttons, thumbstick/touchpad are very easily accessed and rebinding should not take long :)

    The asset will be priced at $59.99 :)

    Yes it will, Native VR in unity makes our headset support extend as far as Unity's does,
     
    Last edited: Jun 12, 2019
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  12. joelybahh

    joelybahh

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    I updated the initial post to list supported devices :)
     
  13. Parsec3d

    Parsec3d

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    how hard would be to do hand swing locomotion but with vive trackers?
     
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  14. joelybahh

    joelybahh

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    Very interesting question! I will look at modifying the 'arm-swing' locomotion to accept 2 optional transform overrides, this will allow you to easily swap it from tracking the controllers, over to the Vive trackers.

    There is no official support, but I would be very interested in supporting something like this, and guiding you through the steps to do so :)

    Also note, this asset is currently built off unity's generic XR, I am looking to update the pack soon after release to easily support existing/older workflows such as the SteamVR plugin and Oculus Integration plugin.
     
  15. Parsec3d

    Parsec3d

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    awesome … so If I want for example to swing upward an slope and then let go so gravity slides me down or just use the swing to add force if Im going down a slope would be very very cool..
     
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  16. joelybahh

    joelybahh

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    Currently gravity will slide you down if you move over a harsh slope, however, the character controller will currently prevent you from walking up onto the harsh slope (what defines a harsh slope is up to you, you can tweak the max angle).

    We are working on a more 'true-physics' system that will support a full body IK for VR, with the goal of imitating physics similar to games such as Blade and Sorcery VR. (So being able to push yourself back off a wall, using your arms to pull up onto ledges, etc).
     
  17. Parsec3d

    Parsec3d

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    well sounds good...
     
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  18. jeromeWork

    jeromeWork

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    Survey not working for me, most of the questions are telling me they require an answer when I've already done so. Maybe the settings need tweaking?

    Here are my answers in case you want them:

     
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  19. Akshara

    Akshara

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    For me as well, though I have selected multiple options for each, questions 1 and 2 are returning, "! This question requires an answer." I would rather keep my responses private, however.
     
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  20. joelybahh

    joelybahh

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    Hey, sorry about this.. survey monkey for some reason is a bit bugged so i found a workaround. Apparently can't have multiple choice as 'required' answers.
     
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  21. Akshara

    Akshara

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    @joelybahh Thank you for asking for and being interested in our input with the survey. : )
     
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  22. joelybahh

    joelybahh

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    @Akshara that's ok, I see very few assets that survey their potential customers. We built this tool for in house use at Inspace XR, and figured it would bring value to others. But it is important we get a better understanding on what people actually want, as it may differ. That way we can prioritize the roadmap on the majority, and hopefully learn something new even ourselves. :)
     
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  23. joelybahh

    joelybahh

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    The asset is still in review, anyone wishing to get access early can email me at joel@inspacexr.com and we can arrange a custom purchasing arrangement, but It's been 5 business days since submitting for review, so I am expecting confirmation any day now! For anyone new here, jump over to our discord and join our ever-growing community around XR Development in unity and our assets :D

    For anyone who missed it in the post, click the link below to do our survey. It will help shape the future of this asset!

    https://www.surveymonkey.com/r/T7WQKXR

    The average time it has taken submissions so far is 4 minutes, all feedback is appreciated!
     
  24. EstudioVR

    EstudioVR

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    If i contact you and buy from a external payment gateway, do you will send the vouchers for future upgrades via asset store?
     
  25. joelybahh

    joelybahh

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  26. joelybahh

    joelybahh

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    Anyone looking for Quest and GO support please note, we have recently encountered a small issue and are looking at fixing it for the first patch of the asset.

    So if you only want this asset for an Quest/GO project, I would suggest waiting for the next update. I will edit this post once it's in and fully supported.
     
  27. EstudioVR

    EstudioVR

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    I will wait for Quest. Hope that will work soon. If you have a fix, just told us and will buy. Maybe tyou can send the pacth by email, whem it ready. Thank you
     
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  28. joelybahh

    joelybahh

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    @EstudioVR No worries, I'll definitely let you know once it's supported.

    i'll do a post here tagging everyone who is waiting for it. If you have another preferred contact method, send it to me directly and I'll contact you that way.

    Won't be too far away! :)