With the Hand Tracking features coming, do you plan on adding an update to support it
VR Physics Playground
A downloadable game for Windows and Android
What Is It?
This is a tech demo for an interaction system made in Unity which is fully driven by Rigidbody Physics. Objects have a simulated feeling of weight and maintain collision with other objects even when grabbed. Some of the tech presented in this demo may be used in other games that I am working on.
What Other Games?
From Stonepunk Studios:
Slow Motion: A.
Eject Magazine: B (right hand) / Y (left hand).
Jump: Right Thumbstick Click.
Snap/Smooth Turn: Right Thumbstick Left/Right.
Menu: Left Menu button to open. 'A' button to select.
Slow Motion: A (right hand).
Eject Magazine: B (right hand) / B (left hand).
Jump: Right Thumbstick Click.
Snap/Smooth Turn: Right Thumbstick Left/Right.
Menu: Left Hand 'A' button to open. Right Hand 'A' button to select.
Slow Motion: Right Touchpad Up Press.
Eject Magazine: Right Touchpad Down Press (right hand) / Left Touchpad Down Press (left hand).
Jump: Left Touchpad Press.
Snap/Smooth Turn: Right Touchpad Left/Right Press.
Menu: Left Menu button to open. Trigger button to select.
- Melee/stabbing is buggy and incomplete, still a work in progress.
- Smooth turning is not working in SteamVR mode.
- No default binding for Windows Mixed Reality controllers.
- Full Body Physics.
- New Interaction System.
- Melee Improvements.
- Full Body Physics - Devlog #144 days ago
- Build #11 - The Melee Update74 days ago
- Quest Build ReleasedAug 21, 2019
- Build #10 - Breath of LifeAug 15, 2019
- Build #9 - Quality of LifeJul 06, 2019
- Build #8 - Fixes and Improvements (Pt. 3)May 09, 2019
- Build #7 - Fixes and Improvements (Pt. 2)May 03, 2019
- Build #6 - Fixes and ImprovementsApr 26, 2019
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How can you start the game. I downloaded the build 11.1 for the pc and can't figure out how to start it. (I am on the oculus rift)
unzip the folder, Open the folder, double left-click on the unity icon that says "Physics Playground" and steam VR should open up with the game.
Does this support WMR?
i have a samsung oddysey+ and i can move my hands but no buttons work also i use WMR any tip
I have hp wmr and a samsung odyssey, both track but bindings appear to be screwed. I think it is ridiculously easy to fix if you know steam vr controller binding syntax, but dev appears to have skipped it.
hello... iam loving your work but i was wondering will the full body physics come this month (year)
Not to be weird but blood would be a nice touch when you stab a dummy
i hope the new rag doll thing comes soon also u should get in contact with nimsony his work is really good
Any progress updates? Would love to hear some news!
Hello, Exo! I love this! What did you end up using from the Unity store? (Final IK, etc.) I am just getting into building a game and I don't want to buy things I don't have to, but want to make sure I am buying the right things that will make it a little easier for me. I don't do much coding, but I can struggle through it as necessary.
Thank you! You are a huge motivation for me.
You should really only buy what you can't make yourself / don't have time to make yourself.
Hey! I'm really glad that my work is a motivation! For the player IK i'm using VRIK (Final IK) and for the enemy ragdolls i'm using PuppetMaster. I coded my own interaction and locomotion systems.
I totally understand wanting to simply buy assets so you can get straight to making the actual game. I agree with BBonless, but I would also encourage that you start learning to code bit by bit. It can come in handy.
Dear Exo, I love your work on the playground so far: Devs like you really inspire me. How would you recommend getting into VR development (especially with physics shooters like this)? Is there any version of the playground that us fans can edit or customize (in Unity)? Thanks a lot.
I'm happy that I have inspired you! First I recommend learning the basics of Unity, without VR. Get acclimated with the interface and tools. I would also suggest learning some C# as with coding knowledge you will be able to create whatever you want without relying on store assets, but it's totally fine to resort to them!
After you're comfortable with Unity then you can move onto VR dev. There are some good basic Unity VR tutorials on YouTube, albeit not much for physics because it's still an area being explored experimentally.
I have not made the source code of the playground public as parts of the code are being used in other games.
has there been any updates if so tell me like
what everything they have updated or added up to date, im just really curious.
You can check the development log for a list of all the updates and their changes - https://beyondinfiniti.itch.io/theplayground/devlog
may require help, ive played this on mixed reality multiple times before, last time being about 4 months ago. yet, now when i enter the game the controllers seem to track fine but the buttons dont do anything. help me if you can.
Same here and I've tried to set custom bindings in steam vr with no luck.
I've tried legacy because likeI said, this has work before, yet it didnt now, did the developer intensionally remove support for mixed reality?
That's odd, it should be working. I know that it worked with the previous build and nothing has changed input-wise since then. WMR controller support relies completely on the SteamVR Input System which I can confirm works with Index and Vive controllers with the latest build.
Hey there. You will have to create a binding through the SteamVR Input System. Unfortunately since I do not have a WMR headset I cannot create a default binding for some reason.
Thank you, as I am not home yet, I can't try that out yet. I'll update you when I get the chance to try it out!
Yep, that did it! Now i only have two more issues, one is more of a question. Can you make fists in this demo? I'm on the latest patch. And also I cannot shoot with my right hand as the clip just falls out of my hands when i try to insert it with my left hand. This doesn't happen with my left hand.
how's the work going on?
It's going good. I'm taking my time to get everything as good as possible. There might not be a new update until next year.
i made a account just to ask, what are you working on now and what else are you planing for this demo?
Hey there. I'm currently working on full body physics and a new interaction system. The next build will have more physics objects to play around with.
Here are a few ideas in mind that I'd like to see, more things to mess around with like boxes, cans and other stuff that would be cool to mess around with physics, and I'd like to see more guns since our only choices are a pistol and a rifle. I also want more space to play in, all in all the tech demo is really nice and gives my boneworks vibes, Im just here giving recommendations on how to make it better, I'm not trying to pressure you, and ty for reading my long comment.
Could you make it so I can add more bots instead of just 1, maybe have 5 or 10 as a limit? Thank you for making this game.
Hello, are there any other demo projects for VR ?
I don't have any plans for other demos, only updates to this one.
how is this not for mac HOW IS ITFOR ANDROIDDDDDDDD
Oculus quest uses android
please read the actual description
OK srry dont hurt mea
hey, i was wondering if you could add support for Mixed reality controls.
Unfortunately since I do not have a WMR headset I cannot create default bindings for it. You can however create your own input bindings for it using the SteamVR Input System.
when is the next update going to come out?
yeah so i played one of the early builds and i tryed to play it again but it was really laggy at unplayable rates my gpu was maxed it never stopped untill i closed it please help
do you know whats the next updates going to be about?
are you gonna update it more?
is there more things that could be added in the next update?
It's possible but can't say what as the focus will be on Full Body Physics which will need my full attention.
Hey Exo! I just wanted to know what you plan next for this game so I can get excited for it! Also I LOVE the new update. Keep up the good work!
The next update will have melee improvements and full body physics for climbing, platforming and puzzles.
Exo Love The Playground Just Asking When Is The Next Update Im Aware U said Its Almost Ready So like In A Few Hours Or A Day Or Two
Hopefully later today.
Unfortunately I ran into some issues with both the PC and Quest version so i'm delaying, will try again tomorrow.
any idea what time?
It doesn't work like that so I can't say. As soon as I fix all the issues I will upload it.
cmon lets get this thing rolling again Exo
Lets try not to rush him. He needs his time and we should respect that! I like the enthusiasim though.
The ball has rolled. It's out on SideQuest and here right now!
Ya dont rush him we will put it out soon
It's out now on SideQuest and here.
whats going on with the melee update?
mans really be needing this update ting
i know right really looking forward to it
Indeed. It's out now!
No update for sidequest?
I'm holding off on a new Quest build until I get most of the melee bugs fixed.
on another note, is there some way to contact you privately? itch does not have a private message system..
i love this, my only issue is with the quest, the weapons feel like they are floating when equipped. snapping onto the enemy with the rifle in particular is really odd because it moves so slowly. the pistol is more manageable.
Other than that, love it so far. keep up the good work :)
I discovered a physics issue that affected the physics of all objects causing them to move slower or faster depending on the headset refresh rate, and Quest being on lower end caused everything, including player movement, to be slower.
I have fixed the issue so everything should perform equally on all headset as I originally intended in the next update.
Are you going to add WMR support?
Where is the melee update
Unplayable on WMR. I can handle binding my own controllers, but the MK18 freezes in place when i pick it up unless I'm using focus, the pistol's position is way above the actual controller, movement of the arms and locomotion are like moving through molasses, and telekinesis is just completely broken.
Hey there. Sorry to hear that you are having issues on WMR. It seems there is an issue in detecting the refresh rate for WMR headsets resulting in the wrong physics rate being applied, causing those issues.
I'll hopefully have it fixed for the next build.
Is your cyberpunk style game going to come to quest?
I would love to have it on Quest. In it's current state it doesn't run well even on PC so I will need to rethink the design.
how's the melee for oculus quest doing
can you make a free unity asset pack containing prefabs of the models.
The models I use for this demo are already available on the Unity Asset Store, and they are not free.
i meant like prefabs with the scripts that allow you to like grab on top of a block and climb it. like maybe a unity asset pack that just contans the scripts, or something
This was obviously inspired by Boneworks, correct? Nothing wrong with that of course. Love the game!
The original "Best VR Guns" video from Node is one of main inspirations for starting game development as a whole, along with the cool physics stuff that Nimsony was doing.
Are there plans to make mixed reality support in the future?
Is there going to be a non vr version!??
I didn't realize until playing this Demo, how much fun you can have with just basic physics alone. I am blown away with this. You did a great job developing this and i can't wait to see new features, weapons and "things to do" like levels or something. that'd be cool.
Keep up the good work Bro!