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(1 edit)

Really great work on the gestures! I had considered using various hand shapes to denote different effects, but decided not to because I thought it would be too complicated to make. You nailed it! 

I did have some issues at first (making the "okay" symbol) due to the controller mapping. After reading the comments and creating a custom controller mapping I got it working tho and finger shooting water balls is a lot of fun! 

I've had the same issues on most of the Unity games using SteamVR controller mapping. Is it an issue with the same Unity VR template that has red glove hands that everyone has been using?

Edit: Forgot to add that I was really impressed with the spatialised audio as well. It's so important for feeling like you are in the space.

Thank you for the compliment! I'm hoping to spend more time expanding on the gestures and giving more purpose to the elements. I feel spatial audio is of huge importance in VR. I wanted to emphasize it further by having the audio represent the elements you can "harmonize with" (air, fire, and life in addition to the water you start by).

VR is definitely going through a transition period in both Unity and Unreal. In the case of Unity, the OpenVR / SteamVR plugin is what I used and provides the red gloves. It has been deprecated in favor of another system, however that system does not yet support the Vive or the Index. Unfortunately the OpenVR plugin I used was not intuitive and I made errors in the build that necessitated the hotfix I released. I do not believe my game works with WMR, however I don't yet have a WMR device to test with.