HexaBody VR Player Controller

  Asset, Unity3D

 

Creator : Cloudwalkin Games

Version : – – Version: 1.42 – – Dec 17, 2021 – –

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Description :

Version 1.42

Fix CollisiontDetector using deltaTime instead of fixedDeltatime

Version 1.41

Fixed MoveToPosition not working correctly

Added Reset player position example for falling through the world with HexaResetZone

Version 1.4

Physics hands updated with optional hand stuck detection.

Reworked the logic that checks if additional air crouching is allowed.

Fixed an issue with grounded angle check that feeds in the slope angle friction curve.

Pelvis collider will now try to remain above the locoball collider to prevent getting stuck.

HurricaneVR users will need to update to 2.5.1 and re-extract the integration there.

Version 1.3.3.1

Fixed line that required the hands to be used with v4. Take note all prior versions of the player rig are deprecated and will not recent any future updates.

V4 Rig will be receiving all updates for the time being.

Version 1.3.3

Completely re-worked the V4 jump system, jumps should now hit the desired jump height most of the time. Default jump curve has been adjusted lower for tap jumps to adjust for this.

Fixed hand physics tracking when the player is moving in real life.

Improved hand physics tracking when smooth and snap turning.

Version 1.3.2

HexaV4:

Tweaked behaviour to auto stand speed when walking / running and not actively crouching. Auto stand will now occur

based on the amount of input movement detected.

Crouch limits renamed to “RunningCrouchLevel” and “WalkingCrouchLevel” and changed to be % of leg.

Added GroundedRadius field to control the sphere cast size that detects whether the player is grounded or not.

The default size is reduced to .05f from the full size of the ball to detect only grounded from the bottom of the ball

is close to the surface. This will help with the new Air Max Crouch lift that is only available when not grounded.

Version 1.3.1

Fixed an issue where calibrating without the HMD on would lead to a divide by 0 error.

Added additional checks to determine when the ungrounded max crouch level is allowed.

Version 1.3

V4 Iteration of the HexaBody is now complete. Featuring improvements to locomotion, standing, crouching, and jumping.

Some notable improvements with the new player:

-Increased anti roll resistance, helping unwanted movement especially on slopes.

-Reworked jump height system using kinematics to solve crouch -> jump height

-Optional jump horizontal velocity bonus based on crouch amount.

-Slope angle friction curves applied to the locomotion ball.

-HMD Detection to keep the player in it’s placed position.

-Retract / Stomp curves to control ball lift during the jump cycle.

-Customizable crouch offset levels

-Smooth acceleration with direction acceleration curves to control changing of direction responsiveness.

-Vaulting is now easier with customizable max crouch height while not grounded (lift the ball even higher).

-Fine control of movement / crouching / standing based on amount the joystick is moved.

-Optional height calibration saving to player prefs to assist in debugging cycles.

Version 1.25

Set maxAngularVelocity to 100f by default on the LocoBall so that the global physics settings don’t need to be adjusted to get started.

Version 1.24

Added SlipperMaterial field and EnableSlippery() / DisableSlipperyMethods()

When enabled the slippery material will be applied to the locoball, and reset to previous values when disabled.

Version 1.23

Flattened Camera X rotation before rotating torso in FaceDirection method

Capped locoball angular velocity when not grounded

Version 1.22

Added CalibrateHeightOnStart option and set to default to false.

Version 1.21

Fixes:

The FenderSphere mesh object used for visualizing the body had it’s sphere collider left on by accident. The player v3 prefab

has been updated with it removed, if you unpacked your prefab make sure to remove it as it would affect friction when up against something.

Version 1.2

Fixes:

Changed the steamvr bindings manifest key to prevent conflicts with the one from hurricanevr

Added MoveToPosition which takes the position that the bottom of the locosphere will land and moves all of the

necessary rigidbodies maintaining their offset from the locoball

Added FaceDirection which takes a vector and rotates the torso so that the camera faces this direction

HexaBodyPlayer3:

Add LeftShoulder and RightShoulder transform fields

Add LeftHandRigidbody and RightHandRigidbody fields

Added DefaultArmLength field and SetArmLength method that will create joint limits from the shoulder to the hand

MaxDistance on HexaHands should be updated when calibrating arm length on the hexabody

v3 prefabs updated with new required fields

HexaHands:

Add Shoulder transform, if provided will be the anchor for limiting the hand distance by “MaxDistance”

Added steamvr readme for setup

Version 1.1

Added SteamVR bindings integration package and updated the input collector to use SteamVR Inputs

Install SteamVR from the asset store, unload the package, and Save And Generate the action classes when prompted

Add HEXA_STEAMVR scripting define symbol to make use of the bindings