kame-hame-ha-vr

Test for Oculus Quest 2 Hand Tracking, allows to launch Kame Hame Ha with the hands and evaluate the hits received by the enemies

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Idea and some codes from https://github.com/ccm1441/Leap-Motion-ShotMagic

Lead Motion version in https://github.com/alexwing/kame-hame-ha-vr

Updates

  • Simple but effective script to detect gestures for Oculus Quest, although in theory it would work for any system. Previously you create the gesture, press a key and it is added to a list with the rest of the gestures and you assign a name to it. Later in the game, it verifies the hand positions with the saved ones, until they match (taking into account a margin of error that can be configured).

  • The Kame Hame Ha has a speed proportional to the impulse of the hands.

  • The explosion of the lunar terrain was previously done with a bitmap brush, now I use a revolutionized beizer curve, so it has gained precision and customization capacity.

  • The size of the terrain of destruction and explosions depends on the size and speed of the kame hame ha.

  • The sounds are determined by speed, size and distance of the effects.

  • Now when flying with the index finger gesture of your right hand, depending on the position of your hand you can go forwards and backwards proportionally.

  • You can now rotate with the index finger gesture of your left hand.

  • Add physics to the targets, when a time is exceeded after an impact, the target returns to the original position.

Plugins used

Requirements

  • Unity 2021.2.5f1
  • Oculus Quest 2