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UVRF 2.0 - framework that solves locomotion, grabs, world interaction, text and number inputs.

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    UVRF 2.0 - framework that solves locomotion, grabs, world interaction, text and number inputs.

    UVRF is ‘hand presence’ cross platform template including hands that are properly placed in space (per platform), properly animated, allows interaction with objects including UI elements and locomotion. UVRF is what we use internally at iNFINITE Production, we've completed many projects using this framework. Ensuring it's both production ready and feature rich.



    Downloads
    Stable version: 2.0
    Link: https://www.infinite.cz/downloads/uvrf.zip

    Preview version: 2.1
    Available on Discord ( http://discord.gg/rnEpcujtNr )

    Change log
    https://docs.google.com/document/d/1...it?usp=sharing

    Features
    • Animated Hands supporting both SteamVR Input 2.0 (Index controlers) and Oculus Touch on PC and Quest.
    • Grabable component for object interaction with hands.
      • 4 ways to grab an object
        • Relative grab aka grab anywhere
        • Fixed grab where position of object in hand and hand anim is defined
        • Directional grab to move along side one axis, for sliders, levers, doors
        • Rotational grab for rotation alongside axis, for valves, hatches etc.
      • Object interaction using controllers - Thumb action event (for facebutton) and Index action (for trigger)
      • Notifies on grab and release
      • Highlights when an object can be grabbed
    • Locomotion options
      • Free movement with snap or smooth turns
      • Teleportation
      • Disabled
    • Laser Interaction with objects in world using Laser Interact Component
    • UMG Integration
      • UMG widgets can be operated both using index finger and lasers
      • Several prebuilt widgets to address most common use cases
        • Keyboard for text input
        • A text field type button that will spawn keyboard when clicked and despawn when clicked elsewhere
        • A few options to select numbers - animated sliders, dropdown menus or +/- components
        • Buttons
    • Support for interaction using just fingertips (buttons etc.)
    Compatibility
    Unreal Engine 4.26
    SteamVR Input 2.0 (Valve Index controllers etc.)
    Oculus Input (Touch for CV1 / S / Quest / Quest 2)

    Tutorials

    1. Project Setup
    2. Grabs and Object Interactions

    Documentation
    https://www.infinite.cz/uvrf

    Licence: MIT

    I've managed to squeeze some time to get this out, including documentation and 2 tutorials to get you started. Shout out to Mr_Squarepeg who went to ask in Machizzle discord if it's ever coming, making me realize there are still people who want this. Anyway enjoy and if you'd like to support us, please check our upcomming VR game Machizzle. I'm not sure if I'll be able to support this in the future, as all my attempts to get any basic funding or even support for this project failed, so this might be the final update. But enjoy. Feel free to strip it by any functionality you might like or hacks.

    - NX
    Last edited by ENiKS; 01-02-2021, 03:44 AM.
    Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

    #2
    Thank you for sharing. Sounds like fun from the demo movie, will give it a try!
    CTO | Head of VR Development - Visit us at http://humanxr.com
    My UE4 Tutorials (mostly VR): https://goo.gl/GUvDyV

    Comment


      #3
      This is EXACTLY what I've been looking for! Brilliant, thanks a lot for this!

      Comment


        #4
        This is awesome! Thank you.

        Comment


          #5
          Fantastic!!!
          This is one of the best VR templates Iv'e been this keen to download a pull apart !
          I also had the idea of holding a lighter & lighting pipebombs ,this is going to save me a ton of work.
          Also managed to get a gun working but Not yet With manual reloading a clip .

          I managed to get this far with my test sword snapping to the correct hand position, But you have done a great job of doing it, But my procedural mesh slicing is buggy
          Last edited by AlphaWolF; 11-21-2017, 02:31 PM.
          http://www.unrealengine.com/marketpl...rtual-grenades
          https://www.artstation.com/alphawolf
          https://www.youtube.com/user/AlphaWoIFuk/videos

          Comment


            #6
            Very cool, will definitely check this out
            Plugins: GES - Node.js - TensorFlow - Socket.io Client - ZipUtility - Leap Motion - Hydra - Myo

            Comment


              #7
              Super helpful, thanxx alot.
              Andy Probst
              Head of R&D / VR - Meilenstein Digital GmbH

              Comment


                #8
                Just a question, how can i deactivate teleporting ?
                I have a navmesh because of some AI actors but i don´t like to teleport.

                Thanxx
                Andy Probst
                Head of R&D / VR - Meilenstein Digital GmbH

                Comment


                  #9
                  Awesome work guys, thanks for sharing!

                  Comment


                    #10
                    Andyxor:
                    - If you want just to get rid of teleportation, you can disconnect the pins to Activate and Deactivate Teleport in controllers blueprints (Framework/Controllers - TouchController BP or ViveWand BP).

                    I'll try to get smooth locomotion in as an option in next release.
                    Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

                    Comment


                      #11
                      Thank you! Its really really cool!

                      Comment


                        #12
                        Hey this template looks great. But when i tried to migrate the assets to UE4.17 for my Sample VR Project in which i am working it is showing empty folders. I would be great if you provide the project for the UE4.17

                        Comment


                          #13
                          Hey guys, first update!

                          Highlights

                          The object you're about to grab can become highlighted, which is useful when there are multiple small objects around and who want to know which one to pick. This is done as post process effect using custom stencil, so you need to have custom depth and stencil enabled, you need to add highlight material to your post process volume. This is also completely optional, if you don't want this simply set HighlightGrabs bool in HandBP to false.

                          Oculus Dash support
                          Oculus Dash and life cycle handling should be fully supported, the hands will completely dissappear and you cannot interact anyhow with the world when Dash is up. If you don't have Oculus VR plugin enabled, you're likely to seem compilation errorr, simply delete the problematic code. It seems like I'll be turning UVRF into a plugin to allow integration with things like gloves, so I'll wrap those platform specific functions into my own, so you don't have to worry about platforms at all.

                          Ingame controller (Touch only)
                          Also using menu button on Oculus Touch, you can now see the controller model in VR, and see your hand relation to it and grabbed object relation to it. Touch controller model is licensed under Oculus SDK license, so it's the only part of the demo that's not CC0. Full text of the license can be found '\Content\Framework\Controllers\Touch'.

                          Changelog 1.1
                          • Oculus Dash Support
                          • Added ClearGrab, when object can no longer be grabbed
                          • Added GrabObject function to HandBP, so object can be grabbed as reaction to some ingame event (like changing objects in hand)
                          • Grab now looks for closest object to grab, which is useful when there are multiple small objects around
                          • Highlights the object that is about to be grabbed, this is optional
                          • Touch controller model added, with permission from Oculus. The model remains under Oculus SDK License (included in Touch controller root).

                          Download: http://infinite.cz/UVRF/UVRF-Template.zip

                          Also some time ago a wrote a medium.com article about this >
                          https://blog.infinite.cz/achieving-h...e-df234bae8d8f

                          Once again I hope you'll find this useful
                          Last edited by ENiKS; 12-08-2017, 04:22 PM.
                          Proud member of iNFINITE Production - VR and hi-tech development studio (sometimes) available for hire.

                          Comment


                            #14
                            Originally posted by ENiKS View Post
                            Andyxor:
                            - If you want just to get rid of teleportation, you can disconnect the pins to Activate and Deactivate Teleport in controllers blueprints (Framework/Controllers - TouchController BP or ViveWand BP).

                            I'll try to get smooth locomotion in as an option in next release.
                            I would love for a smooth locomotion option not restricted to navigationMesh bounds, so I could free roam in a landscape actor. Otherwise this template rocks! Thank you so much for sharing!

                            Comment


                              #15
                              How might I go about physically constraining objects in the "Grabbable" Component? Like a drawer, door, cabinet, lever, etc.?

                              Comment

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