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u
A very specific solution
7 years ago
uberwiggett버전 1.7
After trying the demo for this and full arms I was a bit unsure about how well it would work, as someone mentions below, the angle snapping is actually really uncomfy and causes a lot of issues with trying to pick up certain objects. I noticed in the demo it had a lot of issues when using the oculus touch, so I decided that I'd pick up the hands pack with upgrading to arms later on if I can get it to work the way I want.
I've given 3 stars because whilst this pack does what it says, it does it in a very strict way and you will need to do a fair bit of change to the code to customise it the way you want. Even just changing the hand models, they are hard coded, everything else was very fiddly and when i tried to change one thing to the way I wanted, I realised I would have to rewrite everything to fit, at which point I may as well just write my own system.
But that doesn't mean this pack isn't worth it, it does give you animated hands that react to the environment and allow you to interact with some objects, but I just find it to be a little inflexible in areas, and I believe it could be expanded on to make it easier to customise.
Also please note I did not contact customer support as I didn't feel like I needed to bother them with my issues with the asset as they would be very particular to my case. My review does not reflect the efforts of the asset developer at providing support.
이 리뷰가 도움이 되었나요?
3
0
T
Nice rigged animated VR hands, a good grip/hold system too if you want to use it.
8 years ago
Thorny2000이전 버전 1.6
First off, if you are seeing the 1* reviews for "`OVRInput' could not be found" build errors you can ignore those, the HandsVR expects the Oculus SDK to be installed (it shouldn't, it should be #if directive in the code). You can fix this by installing the Oculus SDK or just delete the HandsVR source file with the error (it is just for Oculus). Despite this simple error I'm still giving the asset 5* as it does what it is meant to well.
You get a fully rigged 3D pair of hands, with lots of hand animation, finger grip animations.
There is a good pickup system (see the videos). The way this works is that when you hand is near an object that has pickup ability, the VR hand moves to it and grips it with the preset grip type (say a pinch, or a fist grab on a handle), you can then press the trigger to actually pick it up. It's a nice solution though it does break immersion slightly as your VR hand moves without you doing so with your real hand. Saying that, you don't have to use the system, you can code your own like I have, hence I ended up buying this for the rigged VR hands but that isn't a complaint, I might use this system for another app in the future and the price still isn't bad for fully rigged annd animated hands.
Possible improvements for future versions:
1. The hands you get in the asset are very manly looking, a set of less muscular and a set of female hands would make the asset 6*'s!
2. Setting up hand positions can be quite a fiddly. You have to do it in play mode, position the hand and grip in the editor whilst holding the object with your controller. It's fine, though time consuming and quite hard to do as you have one hand holding the VR controller and you are trying to use the Unity editor with the other. A dedicated editor extension would be amazing but would be a lot of work and double the cost of the asset for sure. Would make this the No1 VR hand asset though.
이 리뷰가 도움이 되었나요?
4
1
Assets/HandsVR/Scripts/HandControllerO.cs(40,13): error CS0246: The type or namespace name `OVRInput' could not be found. Are you missing an assembly reference?
Assets/HandsVR/Scripts/HandControllerO.cs(39,13): error CS0246: The type or namespace name `OVRInput' could not be found. Are you missing an assembly reference?
Assets/HandsVR/Scripts/HandControllerO.cs(33,12): error CS0246: The type or namespace name `OVRInput' could not be found. Are you missing an assembly reference?
dear author thanks for the help I already solved the problem those who want to buy this asset know the author does not help me he did not help ask me so I wrote emu and wrote but he did not help
이 리뷰가 도움이 되었나요?
3
6
퍼블리셔 답변:
8 years ago에 답변됨
As mentioned in the video tutorial and readme file it is essential to download the Oculus libraries needed for Oculus Input (OVR), it's totally free and a quick download, but we will continue to improve our getting started tools to prevent this confusion in the future.
Or if you prefer to only use Vive you can delete the oculus input script and just use SteamVR. Regardless the Hands VR and FullArms VR team wishes you the best with your project!
Assets/HandsVR/Scripts/HandControllerO.cs(40,13): error CS0246: The type or namespace name `OVRInput' could not be found. Are you missing an assembly reference?
I bought your asset today and followed your tutorial online and this is the error that came up immediately after importing your asset. Is there a fix for this?
이 리뷰가 도움이 되었나요?
1
2
퍼블리셔 답변:
8 years ago에 답변됨
I think this issue has since been resolved, it's because I can't include the oculus package (which gets updated constantly anyways) in my package, so it needs to be imported or oculus scripts deleted for it to run. Sorry about the confusion, I underlined the readme to help prevent this obstacle for users in the future!
(4 stars because it looks nice, animations apper clean, and he is quick to respond!)
This was a much needed asset since hands for VR are still limited and most are just not good.
This set looks nice and work, however....
It relies on hand orientation to snap to position. so picking up the guns and phone in the test scene were a little difficult. Should be able to select orientation or just proximity (not everyhtin gneeds perfect orientation to pick up)
This will not tie into VRTK out of the box...at all....and he does not help with that at this time.
For some reason PICKUP is tied to the trigger, no idea why, there are grip buttons for a reason, use them!
SO...
We combined the vive and oculus scripts he had, integrated them into VRTK, changed pick up action to the grip, removed the hand orientation snapping so now once it is within the trigger (you set the distance) the hand will snap to a set position and it works with ANY sdk that VRTK works with without changing a thing. Rift? yup! Vive?Yup! PSVR? yup!
(All this took less than 2 days to fix)
이 리뷰가 도움이 되었나요?
8
0
The developer has made a great contribution to virtual reality development. HandsVR brings various possibilities of simulated hands interaction and it enhances user experience of working with objects in your customized VR storyline. HandsVR can be adapted quite easily in Unity authoring process.
With HandsVR, you can:
1. Follow the documented tutorials given and build your hands interaction from start.
2. Or, modify hand interaction based on existing sample scene for your personalized VR environment.
Highly recommended!
이 리뷰가 도움이 되었나요?
1
0
First of all the hands work great. There are no other VR hands that allow for such customization of grip poses. Plus the hands snap to the object at a distance which can be customized which I think is a fantastic feature.
Paul and I got this working with the Oculus SDK with very little effort and he is great to work with when issues arise. So, if you have an Oculus but want Avatar SDK quality hands that work with Vive as well, look no further.
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1
0
t
great asset
9 years ago
tapatsup781이전 버전 1.3
awesome asset with amazing support
thank you paul
zohar
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1
0
t
how can i ask question?
9 years ago
thinkInUnity이전 버전 1.3
i have just buy this assert, and i have some question. how can i write letter to you ? I am a fresh man with unity.
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1
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퍼블리셔 답변:
9 years ago에 답변됨
My contact email should be listed in the description, but here is it either way:
handsvrhelp@gmail.com
I'd be happy to help as best I can getting everything to work for you.
G
Great for Virtual Reality development
9 years ago
GameDevCommando이전 버전 1.0
As someone without the art background it's been pretty easy to find assets for guns and characters in my games. But for VR, I've been wanting to swap out the default vive controllers for a long time with hands, but using a static hands model doesn't feel right.
The last time I checked some of the other hands assets I was not impressed with the quality and they looked kinda creepy so recently I saw this asset and decided to give it a shot.
The hands feel surprisingly good because the textures aren't photographic and the animations are incredibly versatile. It's worked really well for all the objects of my own I've setup with the hands, but I had to add some code to use the hand pulling the trigger animation that's in there, but not used in the demo.
Overall really good animations and feel, but the guy told me it doesn't support oculus quite yet so looking at the code you'd have to swap out like 5-6 lines of code yourself if you're a Rift developer.
If you message the guy's email he'll give you a build of the demo game to test out the hands too.
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10
0
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