Daggerfall Unity VR with the Vive Pro

Discuss coding questions, pull requests, and implementation details.
User avatar
InconsolableCellist
Posts: 93
Joined: Mon Mar 23, 2015 6:00 am

Re: Daggerfall Unity VR with the Vive Pro

Post by InconsolableCellist » Tue Jul 03, 2018 4:21 am

With many thanks to a model by quasifex, here's a quick demo showing how your hands will appear in VR! https://www.youtube.com/watch?v=p2jt3qb5WIE

Pointing will be used for interacting with things, or as a hint that something can be interacted with. It'll also have to grip your weapons, which will mean I'll have to make a bunch more animations.

User avatar
Interkarma
Posts: 4690
Joined: Sun Mar 22, 2015 1:51 am

Re: Daggerfall Unity VR with the Vive Pro

Post by Interkarma » Tue Jul 03, 2018 4:23 am

This is shaping up, I like it!

HeadClot
Posts: 11
Joined: Wed Jul 29, 2015 9:11 am

Re: Daggerfall Unity VR with the Vive Pro

Post by HeadClot » Fri Aug 24, 2018 6:01 am

Will this work with Windows MR headsets?

User avatar
InconsolableCellist
Posts: 93
Joined: Mon Mar 23, 2015 6:00 am

Re: Daggerfall Unity VR with the Vive Pro

Post by InconsolableCellist » Thu Aug 30, 2018 11:26 pm

Unity might have support for that, I'm not sure, but I don't really have a way of ensuring my code is device-agnostic. So I'm going to say no, it probably won't work properly, unless you know for a fact that the MR works really well with Steam's VR toolkit, and even then some of the alignment of weapons and the controller might be off.

As an update, I haven't forgotten about this project! However I'm moving across the country in the next few weeks and I won't even have my Vive with me for a few weeks after that, so I'm going to have to pause.

User avatar
InconsolableCellist
Posts: 93
Joined: Mon Mar 23, 2015 6:00 am

Re: Daggerfall Unity VR with the Vive Pro

Post by InconsolableCellist » Wed Oct 24, 2018 4:20 pm

As an update, I'm not dead. My stuff's in storage as I wait to close on a house!

User avatar
Hazelnut
Posts: 1374
Joined: Sat Aug 26, 2017 2:46 pm
Contact:

Re: Daggerfall Unity VR with the Vive Pro

Post by Hazelnut » Wed Oct 24, 2018 5:22 pm

Good luck! It's a nerve-wracking time waiting for closing.

dodossssssssss
Posts: 1
Joined: Thu Jun 27, 2019 6:37 pm

Re: Daggerfall Unity VR with the Vive Pro

Post by dodossssssssss » Thu Jun 27, 2019 6:45 pm

Just curious if this mod is still being worked on. Hope closing the house went well.

User avatar
InconsolableCellist
Posts: 93
Joined: Mon Mar 23, 2015 6:00 am

Re: Daggerfall Unity VR with the Vive Pro

Post by InconsolableCellist » Wed Jul 03, 2019 7:35 pm

dodossssssssss wrote:
Thu Jun 27, 2019 6:45 pm
Just curious if this mod is still being worked on. Hope closing the house went well.
Thanks! The last few months have been nuts. I moved into a temporary place, went house hunting, bought a place, moved in, went back home, moved all my stuff, visited family, family visited me, etc., etc. It's been insane.

The good news is I'm pretty much all set up. I have my Vive installed in my basement with my gaming computer, but the only missing piece is to relocate the computer to an actual desk down there, so I can program in comfort. Sitting in front of the TV doesn't cut it.

So basically, the mod is still paused. I've also been playing through Daggerfall Unity just for fun, and I'm blown away by how good all the mods are. Everyone's doing such incredible work, it never ceases to amaze me.

I'd like to continue the mod for sure. The foundation of injecting the VR components shouldn't change, but I am a bit worried now that it's not cross-platform enough. I had gotten my father an Odyssey+, which had different controllers, and I think I should design the mod to be capable of switching between different types.

Post Reply