Forum Discussion
dignifiedweb
8 years agoExpert Protege
OVRHaptics Unity Example?
Hi,
I was wondering, has anyone created an example using the new OVRHaptics for Unity? I haven't seen any, just wondering, how would you go about making a haptic panning from the right controller to the left controller?
I read this, but truthfully, I don't quite understand everything in there:
https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrhaptics/
The PC SDK has a lot of details:
https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-haptic/
However, I am not sure how the examples translate to using in Unity. Should I attempt to learn the PC SDK Example first before moving to the Unity Library? I could do that perhaps, but I just feel like I'm missing something simple. It sounds fairly straightforward to create Buffered haptics based on an Audio Clip. However, how do I design an audio clip that does the haptics I am looking for?
Say, for instance, I want to recreate the "HD Rumble" game from Nintendo Switch where you guess how many balls are in a box, how would you design an audio clip that denotes multiple points? I'd love it if the Unity Sample framework had some examples of Haptics using the new Buffered techniques, is there anything like that?
Any help would be much appreciate, thank you!
I was wondering, has anyone created an example using the new OVRHaptics for Unity? I haven't seen any, just wondering, how would you go about making a haptic panning from the right controller to the left controller?
I read this, but truthfully, I don't quite understand everything in there:
https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrhaptics/
The PC SDK has a lot of details:
https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-input-touch-haptic/
However, I am not sure how the examples translate to using in Unity. Should I attempt to learn the PC SDK Example first before moving to the Unity Library? I could do that perhaps, but I just feel like I'm missing something simple. It sounds fairly straightforward to create Buffered haptics based on an Audio Clip. However, how do I design an audio clip that does the haptics I am looking for?
Say, for instance, I want to recreate the "HD Rumble" game from Nintendo Switch where you guess how many balls are in a box, how would you design an audio clip that denotes multiple points? I'd love it if the Unity Sample framework had some examples of Haptics using the new Buffered techniques, is there anything like that?
Any help would be much appreciate, thank you!
2 Replies
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- dignifiedwebExpert ProtegeSince working with OVRHaptics, it's very well done. I just wanted to further clarify my post above with my confusion point. My main confusion point is: is the Oculus Touch capable of directional based haptic feedback? If so, how would you make it feel like a vibration is coming from the right, left, up or down? I was thinking about how I could send it different frequencies and chart out what direction it feels like. I'm making a "cup and ball" game where the ball moves around the cup attached by a string. Any advice on making haptics for that type of thing? I was thinking of playing with the tempo of the audio stream based on the velocity of the ball, would that be a good start you think? I'm currently prioritising getting the game playable over haptics, but I'd definitely appreciate any advice. Thanks again, great work guys!
Again, it's so neat how you can just send an audio file to the haptics. If you put your ear to the controller, you can almost hear the audio file, especially white noise. - Anonymous
imperativity said:
Hi,
Thanks for the feedback here. I am going to pass this along as a potential addition to our Unity sample framework as I know of no current tutorials or Unity-based examples of implementing this currently beyond the PC SDK examples.
Was anything ever created for this still cant find any examples of it being used?
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