steamvr_unity_plugin
AirRacket
steamvr_unity_plugin | AirRacket | |
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7 | 1 | |
1,017 | 7 | |
1.0% | - | |
5.3 | 0.0 | |
about 2 months ago | almost 2 years ago | |
C# | C# | |
BSD 3-clause "New" or "Revised" License | GNU General Public License v3.0 only |
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steamvr_unity_plugin
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PSA: New Update for WMR devices out in Microsoft Store. Might fix Active Runtime Loading OpenXR issue for some.
You can get it from this github or another game https://github.com/ValveSoftware/steamvr_unity_plugin/pkgs/npm/com.valve.openvr
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Steam vr on a unity version older than 5.6.7?
You can try grabbing an older release of the SteamVR Unity plugin: https://github.com/ValveSoftware/steamvr_unity_plugin/releases
- How can i make a vr game(For oculus quest 2) on a unity version older than 5.6.7?
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Rookie question: Do I absolutely need Valve's OpenVR?
I am just trying to make my own apartment in VR. I am not looking to have large audiences for this project, at all. It's just a family project really. I am in the "Unity VR project template" page. It says: "If you are planning to target Valve’s OpenVR platform, you must download Valve’s OpenVR Unity XR Plugin and their SteamVR Unity Plugin for input." Are there really compelling reasons to target the Valve’s OpenVR platform? I would rather keep things as simple and straightforward as possible. Hence, if doing without running the game files in Steam will be easier without sacrificing any essentials then I would.
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Can I use SteamVR plugin for unity even if I don't sell on Steam?
The SteamVR plugin for Unity is basically just a wrapper for the OpenVR library, which you can use in anything you want. Here is the license for the SteamVR Unity plugin. According to it, you should be fine.
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How do get Valve Knuckles to work in Unity?
Glad I could help! Yeah I am also not very thrilled with it, but oh well! Regarding the license I don't have much experience, but from the license in the repo, it seems that you could use and distribute it as long as you credit them, but please don't take my word for it.
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My 60 second Reddit trailer for a game I have been working on for the last 3 years. #Dino Eruption
oh I see, how did you avoid the thing where when you start doing smooth movement ( instead of teleport ), the hands jump in position until you stop moving, its kind of weird. Also have you noticed that the collision between the 2 hands is slightly different? I made this issue on their github recently but no one has look at it yet. https://github.com/ValveSoftware/steamvr_unity_plugin/issues/896
AirRacket
What are some alternatives?
Kerbal-VR - An add-on for Kerbal Space Program (KSP) to enable virtual reality.
HandPosing - Pose authoring using handtrackingon Quest
BoxVR-Playlist-Manager - A Windows based playlist manager for the VR fitness game BoxVR
open-brush - Open Brush is the open source, community led evolution of Tilt Brush! Forked from https://github.com/googlevr/tilt-brush
fip-elite - Information Display for Logitech Flight Instrument Panel and for VR for Elite Dangerous
EditorXR - Author XR in XR
VirtualMotionCapture - VRゲーム中にモデルをコントロール
InputSystem - An efficient and versatile input system for Unity.
unity-xr-plugin - OpenVR plugin for Unity's XR API
EasyVirtualMotionCaptureForUnity - VMCProtocol Receiver asset for Unity. Easy to use! / バーチャルモーションキャプチャーなどVMCProtocolを受信してUnityに反映するスクリプトです。