HurricaneVR Physics Hands Interaction Framework

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.

:star: Recent Updates :star:

âś“ SteamVR Finger Tracking Integration (Knuckles etc.)

âś“ Automatic Poser Live Updates in editor view for quick pose creation

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

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

âś“ New Input System support for OpenXR

âś“ Flexible Stabbing System w/ Customizable Stab Difficulty and Friction

âś“ Grab System Updated with Trigger activated Grab and Socket Interactions

:star: Key Features :star:

âś“ Responsive and immersive Hand Physics

âś“ Smooth locomotion with smooth and snap turning

âś“ Supports custom rigged hand models

âś“ Line Grab with one axis of positional and rotational freedom

âś“ Configurable one and two hand strength per grabbable

âś“ Static Hand Pose Editing system with mirroring and finger animation

âś“ Dynamic Hand Pose Solving using Physics

âś“ Gravity Gloves or Force Grab style remote grabbing

âś“ Customizable physics based gun recoil

âś“ High quality throwing with per controller center of mass

âś“ Record poses with Quest Hand Tracking or Dynamic Pose Solver

âś“ Powerful socket system with filters and auto scaling by mesh size

âś“ Teleport with dash to destination option

âś“ Device detection and connection logic handled for you

âś“ Input wrappers for handling various controller types

âś“ Player can crouch, sprint, and jump

âś“ Head Collision Fade and configurable lean

:star: Samples included :star:

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

âś“ Over the shoulder backpack inventory with auto collect

âś“ Auto collecting chest inventory

âś“ Waist Holsters with configurable orientation

âś“ Keypad door unlock

âś“ M4A1 Assault Rifle, Pump Shotgun, Pistol

âś“ VRIK Example Scene

:star: Integrations :star:

HexaBody VR Player Controller

Final IK / VRIK

Support:

Discord Support

Documentation

Example Scene Demo

1 Like

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 ?

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!

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.

SteamVR support is coming early next week most likely. Update is pending asset store review!

Looks good. What are the pros/cons when comparing this to the VR Interaction Framework aside from the price?

lost access to old discord, new link below.

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

Can this be used with the Oculus Quest?

I have both this asset and the Quest so yes, it can be used.

on sale!

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

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.

It looked looks like that worked.
I am using Unity 2021.1.2f1

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:

Invite to Discord is invalid.

7561756--935482--upload_2021-10-10_19-20-49.png

https://discord.gg/7QUXEcuwKY

1 Like

Having a strange problem with HBD together with HVR.
This below is while playing the game on the pc.
The puppet is standing correctly.

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.

7578727--939178--upload_2021-10-17_5-4-1.png

Meanwhile the KNEECAPSULE is so tall:

7578727--939181--upload_2021-10-17_5-4-36.png

And finally, this is the PELVISCAPSULE:

7578727--939184--upload_2021-10-17_5-5-1.png

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

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

7578727--939205--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 :smile:

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 :smile:
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 :wink:
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 :hushed:

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 :roll_eyes:

This is their official tutorial for setting it up: https://youtu.be/PgfULQ-Zp_E
they don’t have an example project for it.