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 Sixense Unity plugin released today (easy Hydra integration) 
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One Eyed Hopeful
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For those of you trying to get the Hydra into Unity with your Oculus, the plug-in we released today should make things a little easier.

https://www.assetstore.unity3d.com/#/search/sixense

Mac: http://sixense.com/forum/vbulletin/atta ... 1365115016
Details: http://sixense.com/forum/vbulletin/show ... #post13290

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Dan Paullus
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Last edited by Dan_Sixense on Thu Apr 04, 2013 4:49 pm, edited 4 times in total.



Wed Apr 03, 2013 5:30 pm
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Cross Eyed!
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Kick-ass! Thanks for the help Dan.


Wed Apr 03, 2013 5:33 pm
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Cross Eyed!

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Oh yea this is great!


Wed Apr 03, 2013 5:43 pm
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Binocular Vision CONFIRMED!
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Dan's the man


Wed Apr 03, 2013 6:21 pm
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Sharp Eyed Eagle!
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I'm pretty confident this is going to be one of the coolest things I've ever seen, but because I'm not planning to use Unity more than casually, I never really did learn how to manage external packages properly and/or I may be an idiot. I have drivers installed, and I'm looking at some hands, but nothing is happening when I push buttons. Is there a standard tutorial page for this? Or can some Unity wizard explain it to me like I'm five, possibly complete with pretty pictures and details about which of the two driver packages I need to have in what state (is MotionCreator even a driver? Does the Razer system tray guy need to be active? Should the base unit be glowing or pulsing or...?) I'll be the first to thank you, but very probably not the last to benefit from such a thing.

Also, is it safe to assume a similar package will be available for UDK? What about lesser known / open source engines like Torque 3D or Cube 2?

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Wed Apr 03, 2013 6:27 pm
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Two Eyed Hopeful
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awesome Dan, that works much smoother than the one I'd hacked together! works really well, and easy example. Thanks for putting this out there!

Cheers.

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got a rift and a hydra? check out a thing it's a hot mess of control schemes and ideas, but it's fun.


Wed Apr 03, 2013 7:22 pm
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Two Eyed Hopeful
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Hi Nate, It 'just worked' here.

I did have to have the hydra tray driver active, and when I plugged in the hydra, it asked me to point and click the triggers.. when I start the scene, the unity app does the same. Is your hydra lighting on?

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got a rift and a hydra? check out a thing it's a hot mess of control schemes and ideas, but it's fun.


Wed Apr 03, 2013 7:25 pm
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Sharp Eyed Eagle!
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dbuckvs wrote:
I did have to have the hydra tray driver active, and when I plugged in the hydra, it asked me to point and click the triggers.. when I start the scene, the unity app does the same. Is your hydra lighting on?

Hmm...I managed to crash the system tray process once, but after a reboot I'm thinking my problem stems from this "DllNotFoundException: sixense" error. It's nonsense because I can see a sixense.dll in my Assets>Plugins folder in my Project, my base lighting is pulsing, and I know my Hydra works in Portal 2 under my gaming environment, so I'm thinking either something's gone terribly wrong with my driver in my dev environment or you Unity guys do a dozen things I didn't without even noticing and I really do need a tutorial. :?

This isn't a Unity Pro only thing, is it?

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Wed Apr 03, 2013 7:47 pm
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Two Eyed Hopeful
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yes it is, unity pro is required to access native plugin dlls.

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got a rift and a hydra? check out a thing it's a hot mess of control schemes and ideas, but it's fun.


Wed Apr 03, 2013 8:22 pm
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Cross Eyed!

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So glad my Hydra arrived today.


Wed Apr 03, 2013 8:27 pm
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Sharp Eyed Eagle!
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dbuckvs wrote:
unity pro is required

Image


Sooo, about that UDK/Torque 3D plugin...

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Wed Apr 03, 2013 8:29 pm
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Cross Eyed!

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You can wrap the sixense SDK in C# for use in free unity. Someone on here even posted exactly what needs to be done to do that.


Wed Apr 03, 2013 8:32 pm
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Aabel wrote:
You can wrap the sixense SDK in C# for use in free unity.

I don't doubt it, but it's not worth the aggravation. Unity simply doesn't want me to use their engine; with several very compelling competitors out there who do want my business I'm just as happy to oblige them.

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Wed Apr 03, 2013 8:41 pm
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Diamond Eyed Freakazoid!
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nateight wrote:
Image

:lol:


Wed Apr 03, 2013 9:56 pm
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Cross Eyed!
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Very happy you guys released this, it's a great starting point and feels very natural.


Wed Apr 03, 2013 10:32 pm
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One Eyed Hopeful

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Nice timing! I just finished unboxing and installing my Razor Hydra and was trying to decide what to try first.

I love it when a plan comes together. :D


Wed Apr 03, 2013 10:56 pm
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Two Eyed Hopeful

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Fantastic! same here, just got my Hydra


Wed Apr 03, 2013 10:57 pm
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One Eyed Hopeful

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The Unity plugin appears to be Windows-only, but this isn't indicated on the plugin page. Is there a chance we'll get Mac support as well?


Thu Apr 04, 2013 12:01 am
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One Eyed Hopeful

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mstevenson wrote:
The Unity plugin appears to be Windows-only, but this isn't indicated on the plugin page. Is there a chance we'll get Mac support as well?


Isn't the Hydra windows only? Got it today and nowhere on the package it says it's got mac support.


Thu Apr 04, 2013 2:50 am
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One Eyed Hopeful
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Great! That's much simpler than the integration I've been using, just one dll and two scripts to get the input.
Any limitation in its use?

And thanks and congratulations Sixense team, you are doing a great job.

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Thu Apr 04, 2013 8:30 am
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One Eyed Hopeful

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nixarn wrote:
mstevenson wrote:
The Unity plugin appears to be Windows-only, but this isn't indicated on the plugin page. Is there a chance we'll get Mac support as well?


Isn't the Hydra windows only? Got it today and nowhere on the package it says it's got mac support.

The official Sixense SDK is available for Mac, Windows, and Linux, but the Unity plugin includes only the Windows DLL. You're right that the box only mentions Windows support, so Mac and Linux may have been a recent addition.


Thu Apr 04, 2013 10:53 am
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One Eyed Hopeful
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We are planning on releasing mac support for the Unity plugin. No details further than that yet sorry.

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Thu Apr 04, 2013 12:22 pm
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One Eyed Hopeful
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Quickly, replace your stock Hydra driver with our Sixense custom drivers. THey're like a thousand times better :).

www.sixense.com/motioncreator

Pretty sure it will uninstall the old ones when you install.

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Thu Apr 04, 2013 12:25 pm
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One Eyed Hopeful

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Works like a charm! My hydra arrived just in time today. :D
Here's picture of us drawing some lines with the fingers in 3d space. (would look more awesome with a rift though..)
Image

I want to do a digital fingerpaint game/software. :D


Thu Apr 04, 2013 12:33 pm
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Cross Eyed!
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How difficult is it to integrate the Hydra into a full body(arms) vs "just the hands"?

Noob question to follow:
how do I interact with the colliders to manipulate objects?

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Thu Apr 04, 2013 3:00 pm
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Certif-Eyed!

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Alright, I just had my hands down favorite moment with the Rift.

Once you get your Rift: download this integration, and go to SixenseHands scene. Import your rift assets, and place a Rift camera in the same position as the Main Camera in the scene.

Make sure that it's set to maximize on Play and Hit Play. Put your rift on and grab your hydra controllers. Move your hydra controllers to where they appear through the rift, and hit the little button on each controller. The hands will move with your controllers and you will realize why the rift and hydra together are THE FUTURE.

All my doubts about the hydra and rift vanished right then and there. DO IT.

EDIT: Gah, if you have the original hydra drivers, exit out of those, they'll just f*** up your experience.


Thu Apr 04, 2013 3:26 pm
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One Eyed Hopeful
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ftarnogol wrote:
how do I interact with the colliders to manipulate objects?


For now I just have put a box collider for each bone. Not too accurate, but it works for testing gameplays and such.

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Thu Apr 04, 2013 3:34 pm
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zalo wrote:
Alright, I just had my hands down favorite moment with the Rift.

Once you get your Rift: download this integration, and go to SixenseHands scene. Import your rift assets, and place a Rift camera in the same position as the Main Camera in the scene.

Make sure that it's set to maximize on Play and Hit Play. Put your rift on and grab your hydra controllers. Move your hydra controllers to where they appear through the rift, and hit the little button on each controller. The hands will move with your controllers and you will realize why the rift and hydra together are THE FUTURE.

All my doubts about the hydra and rift vanished right then and there. DO IT.

EDIT: Gah, if you have the original hydra drivers, exit out of those, they'll just f*** up your experience.

This reinforces my current stance on things:
motion control in front of a screen is bad
motion control in VR, where you can directly itneract with things, is great.


Thu Apr 04, 2013 3:50 pm
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One Eyed Hopeful

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ftarnogol wrote:
how do I interact with the colliders to manipulate objects?


You have to create a primitive collider. You can see an example I did here. It's not hard, just a bit time consuming. Basically, create a box for each finger, disable the mesh renderer, and adjust it to where each finger is. Then, make the box a child of the appropriate finger joint so it moves with the animations.

The large box underneath the hand of my example is a trigger collider so I can pick up objects that enter a certain area.


Thu Apr 04, 2013 4:39 pm
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One Eyed Hopeful
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Here's a link to the Mac plug-in:

http://sixense.com/forum/vbulletin/show ... #post13290

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Thu Apr 04, 2013 4:46 pm
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Cross Eyed!

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Aabel wrote:
You can wrap the sixense SDK in C# for use in free unity. Someone on here even posted exactly what needs to be done to do that.


Everything you need to make it work with free is in the package. Do the following:

1. Create a new Visual Studio (or use the IDE and compiler of your choice) C# Class Library project.
2. Move the SixensePlugin.cs file into this project. (remove it from your Unity project's folder)
3. Remove "using UnityEngine;" from the top of the file.
4. Make sure the project is set to target .Net Framework 3.5 and Build in release mode.
5. Place resulting dll in your Unity project's Asset folder. (The root level of the Asset folder, not a sub-folder)
6. Move the "sixense.dll" from the project's plugin folder to the root folder of your project (the one that contains the Asset, Library and other folders)

All done. Open one of the demo scenes from the package to test.


Thu Apr 04, 2013 5:08 pm
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Cross Eyed!
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misterhek wrote:
ftarnogol wrote:
how do I interact with the colliders to manipulate objects?


You have to create a primitive collider. You can see an example I did here. It's not hard, just a bit time consuming. Basically, create a box for each finger, disable the mesh renderer, and adjust it to where each finger is. Then, make the box a child of the appropriate finger joint so it moves with the animations.

The large box underneath the hand of my example is a trigger collider so I can pick up objects that enter a certain area.


Thanks a lot!! Very clear explanation

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Thu Apr 04, 2013 6:43 pm
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3D Angel Eyes (Moderator)
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Really awesome news.

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Thu Apr 04, 2013 8:56 pm
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Cross Eyed!

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Just got my hydra in, and it's been really great so far. I can't believe how accurate this thing is for $50! I've been dreaming of magnetic trackers for years, but they were all thousands upon thousands of dollars. The unity demo scene is great.

Is the position data that gets spit out by the plugin in mm? That would mean we should use a scaling of 1 and sensitivity of 0.001 if we are working with 1 unity unit == 1 meter (like the Tuscany demo).


Thu Apr 04, 2013 9:30 pm
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One Eyed Hopeful

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Hi everyone, It is great to see everyone using the Hydra. It really is a great fit for VR. I was amazed to find out Ben, the one who played through the Hydra+Tuscany demo had only ever used the Hydra one other time in his Project Holodeck interview.
boone188 wrote:
Is the position data that gets spit out by the plugin in mm?

Yes the units are in mm.


Fri Apr 05, 2013 11:01 am
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Diamond Eyed Freakazoid!
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Sixense_Danny wrote:
Hi everyone, It is great to see everyone using the Hydra. It really is a great fit for VR. I was amazed to find out Ben, the one who played through the Hydra+Tuscany demo had only ever used the Hydra one other time in his Project Holodeck interview.
boone188 wrote:
Is the position data that gets spit out by the plugin in mm?

Yes the units are in mm.

I just got an email that it's out of stock for Europe, so my order will be delayed. Get to it, Danny!

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Fri Apr 05, 2013 12:22 pm
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Diamond Eyed Freakazoid!
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2 Sixense Dan's for the price of one. Awesome! :D


Fri Apr 05, 2013 12:44 pm
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Cross Eyed!

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@dan: any info on the release of the tuscany demo? :)


Fri Apr 05, 2013 4:32 pm
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