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Up and Coming
April 3, 2018

Oculus Unity VR Starter Kit Released :)

https://www.assetstore.unity3d.com/en/#!/content/10333



The Oculus VR Starter Kit Has Been Released!! This package gives you a
solid Framework to run around in your VR Environment and Interact with
Objects.

I wrote this for my students in the VR classes I teach, originally.
The goal was to get students past the technical stuff quickly so they
could go straight to telling their stories. Now in a couple of minutes
they can walk around and use objects in their environment.

Also in the past, with supplied scripts, there were problems with
memory issues in Unity. By writing all the code myself, I was able to
remove all these issues.

And of Course, Since this code is constantly being used in both
Class and Production Environments, It will always be updated with new
features.


I hope people Enjoy the kit and I look forward to seeing all the cool stuff people make with it.

More NFO Here: https://grfxman.artstation.com/projects/8830n

59 replies

Up and Coming
May 11, 2018
Does it support oculus go?
Up and Coming
May 11, 2018


Does it support oculus go?


As I said before, It was just requested and put on the Feature Request List. Most of the kit actually does work in the Oculus Go. But I will have to write new movement and Grabbing code specifically for the Oculus Go to get full functionality. At some point in the future I will be looking into it.
Up and Coming
May 12, 2018
Well keep it up, looks like a great kit :)
Up and Coming
May 22, 2018
VR STARTER KIT FOR OCULUS VERSION 2.8 has been submitted to the Unity Asset store
https://www.assetstore.unity3d.com/en/#!/content/10333
Added Haptic FX when Player is Damaged.
Added the Ability to Set Strafing on Either Controller
Improved Movement Code
Updated Docs

Up and Coming
May 23, 2018
VR STARTER KIT FOR OCULUS VERSION 2.8 Is Out Now !! :)
https://www.assetstore.unity3d.com/en/#!/content/10333
Added Haptic FX when Player is Damaged.
Added the Ability to Set Strafing on Either Controller
Improved Movement Code
Updated Docs
Up and Coming
June 1, 2018
On the Asset Store page it says "Originally released: 6 August 2013"? Are you a time traveler ;)?
Up and Coming
June 1, 2018

l0g1k said:

On the Asset Store page it says "Originally released: 6 August 2013"? Are you a time traveler ;)?


It started out as just a kit of just weapons. I decided to add the VR part later on. As far as being a Time Traveler, Yes, Yes I am ;)
June 1, 2018
Hi Eddie,

I'm currently using this asset, and I just updated the avatar SDK to 1.26.  When I included the new local avatar the button rig stopped working.  I've double checked the rigidbodes, the box colliders, and no values have changed. The hand & raycast components still work great on other gameobjects, but for some reason I can't get the button rig to work again.  Could there be a compatibility issue with the new avatar?  
Up and Coming
June 1, 2018

Malicore said:

Hi Eddie,

I'm currently using this asset, and I just updated the avatar SDK to 1.26.  When I included the new local avatar the button rig stopped working.  I've double checked the rigidbodes, the box colliders, and no values have changed. The hand & raycast components still work great on other gameobjects, but for some reason I can't get the button rig to work again.  Could there be a compatibility issue with the new avatar?  


In the docs it will tell you about this on page on page 9. There is only 1 SDK script from Oculus that I modify. I do this to add individual colliders to their Avatar hand. I also made a Back-Up of the modified script and saved it to a zip file. You can find it in the "07 OVR MODIFIED SCRIPTS BACK_UP" folder. I hope that helps :). Also I will update the SDK in the next release as well.

Up and Coming
June 2, 2018

Malicore said:

Hi Eddie,

I'm currently using this asset, and I just updated the avatar SDK to 1.26.  When I included the new local avatar the button rig stopped working.  I've double checked the rigidbodes, the box colliders, and no values have changed. The hand & raycast components still work great on other gameobjects, but for some reason I can't get the button rig to work again.  Could there be a compatibility issue with the new avatar?  


It seems they changed quite a bit with the Avatar update. I already made the necessary changes and will submit it to the Asset Store on Monday. So you should have it on Wednesday.