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Inspiring
June 11, 2015

Oculus Touch for Indie Developers?

Now that we've all seen Oculus Touch, I have a question:
Will Indie developers be able to get their hands on it before next year? I'm guessing it doesn't even work with the DK2...

Edit: if it's not shipping with CV1, which people are assuming it's not, maybe it's a later bridge to cross?

    8 replies

    New Participant
    June 12, 2015
    Yes, we essentially have exactly the same question: when can we get our grubby indie mitts on the Touch controllers? :)

    We had been intending to offer just PrioVR support and maybe STEM, but the Touch seems a near-perfect for our game's mechanics, so we're pretty keen to get our hands on some dev units.

    Anyone from Oculus able to shed light on this? And if dev kits are going to be made available, any chance of a heads-up as to the timeframe? :)
    June 12, 2015
    Having 2 more of the STEM trackers for use beyond hand tracking would certainly be nice.
    Up and Coming
    June 14, 2015
    If STEM ever actually ships, it would be great to use as supplemental trackers to make up for the occlusion issues with optic based systems. However, as a kickstarter backer, I have little faith STEMs will ever materialize. Right now I am going to try to cobble something out of a kinect 2.0 and the razer hydras.
    I complain a lot. Just think of me as a squeaky wheel lol. Youtube channel -> https://www.youtube.com/user/xblBlackFang/videos
    Up and Coming
    June 14, 2015
    I would imagine Touch is already in the hands of some big devs, but with the launch of Touch being relatively soon I doubt we'll see an earlier release for indie devs. It's a shame, doing something like what they did with the Vive, sending out free units to proven, capable indie devs would mean the Touch would have more support at launch, and it would also be an act of goodwill towards the indie community. Maybe that's part of the 10m they're giving to devs, we'll see.
    Up and Coming
    June 14, 2015
    They said in the http://www.gizmag.com/oculus-rift-interview/38002/ Article that:

    Right now we're really focused on getting Oculus Touch in the hands of developers


    I have been working very hard on StargateVR, and while I am the little guy(as many of us here are :D ), I fee that I(WE) am/are still relevant. These controllers would help with the development of StargateVR, as they totally outshine the input solution that I made in every-way, and I TONS of ideas of how to leverage that with their design. Also I have a LOT of time for R&D, and a lot of us here do, so don't forget us Oculus! We could really help the development of VR input.

    ~ :ugeek:
    Up and Coming
    July 21, 2015
    I came here looking for an answer to this question as well.

    I'm an indie developer working on a game where you use your hands to cast magic spells. Currently, we support the Leap Motion hardware device (and it works decently), but I would love to support all of the various hardware input devices. I want to adapt my game to support them all, and I want to be able to support as many configurations as possible when the hardware launches to consumers. It would suck to have to get the hardware input devices post-launch and spend a month or two integrating it into my game... but I'll do that if I have to. :?
    Up and Coming
    August 11, 2015
    "Slayemin" wrote:
    I came here looking for an answer to this question as well.

    I'm an indie developer working on a game where you use your hands to cast magic spells. Currently, we support the Leap Motion hardware device (and it works decently), but I would love to support all of the various hardware input devices. I want to adapt my game to support them all, and I want to be able to support as many configurations as possible when the hardware launches to consumers. It would suck to have to get the hardware input devices post-launch and spend a month or two integrating it into my game... but I'll do that if I have to. :?

    I just got my hands on a Leap Motion and tried the Unity plugin with the hands controller. For my purposes it appears simply too unreliable. I am happy that there are people that can get even magic spells working!
    New Participant
    October 6, 2015
    I've been working on creating a quality VR First Person Shooter system for about 3 months with Unity 5. It has full-body awareness, a glare-based interaction system, and everything is rigorously perfected to an OCD degree to get the best possible feel. But now that Mouse/Gamepad is practically done, I really really want to get my hands on Touch. At work I've been experimenting with the Vive, and it's incredible with it's two motion controllers. Touch dev kits need to get out, fast! Even if they're not optimized, make me sign a secretive agreement or something, I need this before I turn this shooter prototype into a game. I need to iterate funtionality with touch controls to figure out how I'm going to make unique use of them.