roguish

Category: Unity3D

Google Daydream Controller Plugin for HoloLens

Establish a Bluetooth connection between your Google Daydream controller and HoloLens with this plugin for Unity.

Access Accelerometer, Gyroscope, Magnetometer, Touchpad coordinates, and all 5 buttons. An included bridge class processes the raw data into Action events making it easy to respond to button presses on the controller. The bridge class processes the orientation data into a Quaternion allowing you to easily set the localRotation property of Game Objects to match the real-world rotation of the controller. Or, access the raw byte array data from the controller directly!

See it in action here: Video

Get your copy from the Unity Asset Store now!:
Pro Version Unlimited access to controller outputs
Lite Version IMU and raw data values time-out after 2 mins.

Background
The HoloLens comes with a gaze-based pointing mechanism where the user points their head straight towards the object they’re interested in selecting. It is not the most natural input mechanism because we don’t often point our heads directly at the object of our interest. This plugin allows you to move a selection point around the scene by projecting a simulated laser beam out from the handheld Google Daydream controller. Read the full article »

Seven-Up Draw Poker

I made a Draw Poker sample game and included my Finite State Machine under the hood for orchestrating the action. It is a Seven-Up poker variant, meaning the deck is restricted to the highest-ranking 32 cards (7s through Aces). Odds of making a highly-ranked hand like Straight/Flush/Full House are better than with a 52 card deck. The game is a 1 player game vs. an AI dealer.

I committed the game to GitHub with an Apache 2.0 license. I’d love to hear how you use it in your work! https://github.com/ElliotMebane/SevenUpDrawPoker

Unity Finite State Machine (Pure Code)

I wanted a “Pure Code” State Machine for Unity and I didn’t find quite what I wanted. I did find 3 State Machines with features I liked, so I drew from them and added my own features to create what I wanted. The Pure Code approach means little to no reliance on the Unity GUI interface or Unity code and classes like MonoBehaviour.

I implemented the FSM in 2 sample projects. One was based on Dunstan’s sample. I committed the FSM including the sample project to GitHub with an Apache 2.0 license:
https://github.com/ElliotMebane/UnityFiniteStateMachine.
The second is a Poker game I published here, also with an Apache 2.0 license:
https://github.com/ElliotMebane/SevenUpDrawPoker

More info about the Finite State Machine I wrote and each of the State Machines I referenced when writing it are below. Read the full article »

Global Game Jam 2017 — VR Game “Flutter”

48-hour Global Game Jam 2017 — Flutter
(Theme: Wave)
: Game Jam Entry

A VR experience simulating a 1000 foot leap into the air then a vertigo-inducing descent. Jump to initiate a superhero-like leap in the game, soaring far above the canopy of a mystical forest. You’ll feel a few moments of weightlessness as you reach the peak of your jump before beginning your fall back to earth. You’ll feel a flutter in your stomach as you land with a WHOMP and knee-buckling impact (virtual) sending ripples through the scene.

Playtesters playing Flutter: Playtester Video
Me playing Flutter during development: Development In-Progress Video

Read the full article »

Unity3D with C# for ActionScript Developers

I’ve been doing ActionScript 3.0 development for over 10 years, making games and applications for mobile devices and Mac/Win desktops. I’ve recently been expanding my skills and learning Unity3D with C#. This post lists some of my discoveries and the resources that I’ve encountered along the way. These notes may be especially interesting to other ActionScript developers as they also begin to dabble in Unity3D and look for areas of similarity and difference between these 2 great development platforms. Read the full article »