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Over the next several weeks, we’re spotlighting the top 20 3D Jam experiences chosen by the jury and community votes. These spotlights will focus on game design, interaction design, and the big ideas driving our community forward.

Finishing in 12th place, Fiery Things’ Gooze is a survival horror demo based on a real abandoned hospital near Berlin. The game, available for the Oculus Rift, involves solving puzzles to travel from room to room – all while avoiding strange entities. We caught up with creator Daniel Wiedemann to ask about the real-life inspiration behind the demo.

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Over the next several weeks, we’re spotlighting the top 20 3D Jam experiences chosen by the jury and community votes. These spotlights will focus on game design, interaction design, and the big ideas driving our community forward.

Finishing in 5th place, Storm Bringer Studios’ Magicraft lets you play as a powerful mage in a land of swords and sorcery. While Magicraft is designed with VR in mind, a desktop version is also available – download it from our 3D Jam site or from the Steam Community.

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Over the next several weeks, we’re spotlighting the top 20 3D Jam experiences chosen by the jury and community votes. These spotlights will focus on game design, interaction design, and the big ideas driving our community forward.

Let’s Make Fried Rice puts you in the shoes of a short order cook. Using tool tracking, grab your pan, extract ingredients, and churn out plates of hot fried rice as fast as your customers can order them. Download the desktop version for Mac and Windows, or the Rift version for Windows.

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The latest version of Widgets is now available on the Developer Gallery! 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:

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Over the next several weeks, we’re spotlighting the top 20 3D Jam experiences chosen by the jury and community votes. These spotlights will focus on game design, interaction design, and the big ideas driving our community forward.

Kevin Tsang’s ElementL: Ghost Story placed 6th in the 3D Jam, and is one of several VR 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.

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Over the next several weeks, we’re spotlighting the top 20 3D Jam experiences chosen by the jury and community votes. These spotlights will focus on game design, interaction design, and the big ideas driving our community forward.

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

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At Leap Motion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. This is the final instalment of our Planetarium series.

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. For the purposes of the blog, we’ll look at the Button Widget in particular, but all of the Widgets follow a similar pattern.

Before we get started, here are the key points to keep in mind:

  • Readability is essential. Write understandable, simple functions.
  • Create base classes that contain physics and important abstract functions. Only one class or gameObject should be responsible for physics.
  • Minimize the number of colliders required for physics interaction

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At Leap Motion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. This is part 5 of our Planetarium series.

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.

events-model

We made a lot of use of editor fields to make customizing and connecting widgets easier.

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At Leap Motion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. In part 4 of our Planetarium series, Gabriel takes us into Planetarium’s navigation scheme.

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.

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At Leap Motion, we’re making VR/AR development easier with Widgets: fundamental UI building blocks for Unity. In part 3 of our Planetarium series, 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.

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