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// Unity

The latest version of Widgets is now available through our Unity Core Assets! Version 2.1.0 introduces the Dial Picker Widget and data binding model, along with several performance optimizations.

After you download the latest demo and experiment with Widgets in your own projects, we’d like to get your thoughts as we forge ahead towards a full release. More on that later, but first, here’s what you’ll find in 2.1.0.

Kevin Tsang’s ElementL: Ghost Story placed 6th in the 3D Jam, and is one of several demos we’re showcasing this weekend at IndieCade East. In this VR demo, as a Taoist monk you’ve been sent to rid a village of evil spirits haunting a nearby bamboo forest. Use your mastery of the elements to put them to rest.

Today’s spotlight is a double-feature, as development studio VRARlab have two games in the 3D Jam top 20! Hauhet is a futuristic VR puzzle game, while Paper Plane lets you fly a plane through golden rings.

Hi, I’m Wilbur Yu! You might remember me from such webcasts as Let’s Play! Soon You Will Fly and Getting Started with VR. In this post, we’ll look at how we structured Widgets to be as accessible and comprehensive as possible.

Daniel here again! This time around, I’ll talk a bit about how we handled integrating the UI Widgets into the data model for Planetarium, and what this means for you.

The first iteration of Widgets we released to developers was cut almost directly from a set of internal interaction design experiments. They’re useful for quickly setting up a virtual reality interface, but they’re missing some pieces to make them useable in a robust production application. When we sat down to build Planetarium, the need for an explicit event messaging and data-binding layer became obvious.

One of the major features of Planetarium is the ability to travel around the globe using motion controls. While this approach is still rough and experimental, we learned a lot from its development that we’d like to share. Later on in the post, we’ll even take a look under the hood at the code involved with the movement and spinning physics that tie everything together.

At Leap Motion, we’ve been working on new resources to make developing VR/AR applications easier, including Widgets – fundamental UI building blocks for Unity. In part 3, Barrett talks about the strange physics bugs we encountered with Time Dial.

One of our new VR Widgets, the Time Dial, surprised (and indeed amused!) us at several special moments during our intense production push. The Time Dial Widget is our hand-enabled VR interpretation of a typical touch interface’s Date Picker. We built it with a combination of Wilbur Yu’s Widget interaction base, Daniel’s data-binding framework (more on those two later), and a graphic front-end that I coded and built – again using Unity’s new 3D GUI.

A mix between endless runner and shoot ’em up, Studio 17’s Corridor 17 blends old-school and new-school game design tactics in a VR environment. Players can pilot the ship with their head using the Oculus Rift DK2, while freeing up his or her hands to control the weapon system. It’s available free for Mac and Windows on the Leap Motion App Store.

Tran;section is a multi-layer experience for the Oculus Rift with an Inception-style game-within-a-game. Starting off in an alienating office environment, you escape the boredom of your surroundings with a 2D platformer. But then the borders between the two worlds start to blur. We caught up with Han-Yu Wang, one of six developers on the project.

Quick Switch

A few weeks back, we shared a new Unity3D demo featuring “Quick Switch” functionality – opening up the ability to switch between a VR application and a camera overlay. With the release of our latest Unity assets for v2.2.2, Quick Switch is now available for developers. The assets include Prefabs that make it easy to integrate Quick Switch functionality into any Unity VR application.