Finding traditional forms of input to be un-intuative in VR? Sick of reaching for a keyboard, or pressing gamepad buttons breaking your players immersion when all you wanted was for them to answer “Yes” to an option? Why not use a gesture like shaking your head!
With this asset your players can use gestures to trigger input!
Hello! This is an asset I originally created and mostly finished a few years ago, but had to put it on the shelf before it was ready. Hopefully its better late than never, but I’m happy to be bringing it out now! This marks my 3rd asset released on the store, and with this one I’ve tried to step things up a bit by creating something a bit more advanced. Advanced in the skill it has taken me to create it, but it also may take a more intermediate Unity dev to utilize it. Still, thanks to my experience with my other assets, I’ve done my best to make this as easy to use as possible for even the newest Unity devs.
The purpose of this asset is simply to let you get away from immersion breaking forms of input in VR, like button presses. In real life you have a form or non-verbal communication in the form of common gestures and body language. Simply waving hello at a NPC to trigger an event seems more immersive and intuitive than walking up to them and pressing a button.
I started development of this asset for a project of my own that never materialized, but thankfully I planned from day one to make this available as an asset. I designed it to allow creating your own custom input gestures. But I do have 3 main included example gestures to work with to help you get started. Head shake Yes, No, and hand wave Hello!
Over time, depending on how well this goes, I have plenty of ideas to work on for future improvements and stock input gestures. Enough to make this asset hopefully more and more invaluable over time! For now I hope to refine what I have, and welcome feedback and ideas to help guide the direction of the asset.
This supports petty much ALL VR devices, as its not tied to any one device/SDK. Naturally if you are targeting say, a mobile device, hand based gestures may be out of the question due to a lack of motion tracked controllers. Though you can still use it with head based gestures, like the 2 stock ones, it will be more limited and will truly shine with a more complete VR hardware experience. Of course, if you can conceive of a need for this not based on gestures, it can do other things. It currently supports detection of position changes based on distance, rotation changes based on degrees, and a tracked objects facing of a given direction.