Drive In VR - a complete VR driving solution

Drive In VR
(Asset Store)

A complete virtual reality driving solution that includes controller hands, kinematic steering wheels, physics-joint steering wheels, kinematic handlebars, wheelchair mechanics, a high quality vehicle system, towable trailers, and much much more!
https://www.youtube.com/watch?v=LncWY7QKYGs

Why choose ‘Drive In VR’ from Intuitive Gaming Solutions? Drive In VR is your all-in-one solution to driving in VR. It provides you with steering wheels, handlebars, and every other component needed to drive in VR. All systems are highly extensible, modifiable, and coder friendly letting you mix and match components to get the behaviour you want for your game. The asset even comes with built-in support for the most popular VR hand asset, Auto Hand, allowing you to immediately have realistic and immersive VR hands. For users who do not have Auto Hand custom controller-style hands are provided that let you drive in VR right out of the box.

‘Drive In VR’ is perfect for every type of driving game from trucking simulators to racing games. Check out the ‘Features’ section to learn why.

Steering Wheel Demo Car Included

  • arcade style steering

Semitruck with Trailer Demo Included

  • realistic >360° steering & gear shifter (supports hand-over-hand steering)

Handlebars Electric Scooter Included

  • handlebar steering

Features

  • ️ Kinematic steering wheel (non-physics based, reliable steering wheel – recommended for most games including racing games or open world games)
  • Supports steering wheel rotation limits from greater than 360 degrees (perfect for trucking simulators) to as low as desired. (lower steering wheel rotation limit is ideal for fast pace racing games)
  • :balance_scale: Self-centering steering wheels and handlebars. (configurable self-center speed, minimum vehicle velocity to center, etc – only self-center while not being held)
  • Joint-based steering wheel (physics-based, enables the wheel to be turned by physics forces not just the player’s VR hands.)
  • Kinematic handlebars. (non-physics based, reliable handlebars)
  • Vehicle system. (Drive the vehicle with either hand, dynamically adjusts controls based on your ‘free’ hand. Use any of the provided steering systems to drive your vehicle in VR.)
  • ⛐ Advanced, configurable drift detection.
  • Driveable Vehicle Setup Wizard automatically configures new vehicles.
  • Great hand written documentation and video tutorials to get your started. Automatically generated API reference for coders.
  • Quick support via email.
  • :heavy_check_mark: Easily set up new vehicles.
  • Easy to use, quick to get started.
  • Low disk & memory foot print, almost all the packages size comes from included demo content.

Extra Features

  • Vehicle SFX system. (Have your vehicle play sound effects based on it’s current situation [i.e. drifting, braking hard, etc])

  • Dynamic engine pitch modulation smoothly blends engine sounds.

  • Car crash vibration haptics.

  • ️ Destructible Rigidbody system. (Destroy Rigidbodys by driving through them with your vehicle! They can be configured to respawn under various conditions.)

  • VR Controller Hands. (Includes animated buttons.)

  • :gear: Realistic kinematic gear shifter that supports as many gears as you want.

Integration

  • :raised_hand: AutoHand integration allows you to drive using realistic physics-based VR hands. (full VR hand integration included as a .unitypackage, you must already own AutoHand and have it imported in your project to use the integration.)
  • More VR hand integrations to come!

Great demo scenes. Detailed demo scenes that show off both driving with a steering wheel and driving with handlebars using the provided demo vehicles.

Separate steering logic. This means you can use the steering wheels or handlebars for minigames or any other use you can think of. They are not tied to the vehicle system and therefore can be used for much more than just driving cars.

Low CPU Overhead & RAM usage. “Drive In VR” is extremely efficient in terms of CPU and RAM usage. It takes up minimal disk space, most of the listed file size is made up of demo content.

Powerful Unity editor event integration. This asset provides Unity editor events for almost any situation you could imagine giving you the power to string together events in the editor to quickly string together behaviours in your game or write code to subscribe to these events in your own scripts to customize the system in anyway you see fit.

Documentation:
API reference
Documentation

Do not hesitate to email questions, concerns, suggestions, or comments to intuitivegamingsolutions@gmail.com

1 Like

v1.0.1 & v1.0.2 have now been published!
v1.0.2
Added

  • HapticsManager component that adds controller haptic vibration for crashes that scales based on severity. Also allows for easy haptics device registration/deregistration via common Unity editor events in the driving system. (See documentation - The HapticsManager Component).
  • Steering wheel grab-controller crash haptics to semitruck and vespa demos.
  • All controller (regardless of if grabbing or not) haptics to car demo.

Improved

  • Updated documentation.

v1.0.1
Added

  • KinematicLeverGadget component that fires Unity events when the lever position changes with optional time delayed (or instant) return-to position setting.
  • Added KinematicGearShift.GearEntry.ShiftedFrom and KinematicGearShift.GearEntry.ShiftedTo Unity editor events.
  • Added trailer release lever to semitruck demo.
  • Added VectorMath.VectorFrom180To360(Vector3 pIn) and FloatMath.FloatFrom180to360(float pIn) that convert a float from the editor-visible -180 to 180 range to the script 0 to 360 range.

Improved

  • Improved grab detection for included VRDrivingHand.
1 Like

v1.2.6 has now been published!

  • [Steering] Add curve to scale steering mechanism return speed based on time since release.

  • [Steering] Add curve to scale steering mechanism return speed based on steering angle.

  • [Steering] Add ‘Delta’ steering mode to use controller deltas instead of grab offsets. (New default.)

  • [Game] Add DistanceThresholdEvents component.

  • [Game] In ‘VR Player’ prefab use DistanceThresholdEvents to display ghost controller position dot if it strays too far from visual hand.

  • [Game] Fix haptics not being configured in some demos.

  • [Docs] Update ‘API Reference.pdf’.

  • [Docs] Update ‘Documentation.pdf’.