Inspiration

Always a pro gamer. Always expected to create more immersive and creative ways of gaming.

What it does

This project explores the potential of action-based interaction in gaming. Swing, pose, trigger, and traditional button press combined together to create enormous possibilities in game controlling.

How we built it

We exploit Oculus input supporting library to track the oculus controllers, which are our main target to exploit in this project; Unity pipeline provides stable per-frame cycles so that the tracking could be accurate and in-time; Some system level tricks are applied so that the application could send simulated traditional input to the computer (mouse, keyboard, etc).

Challenges we ran into

The detection cycle and its own procedure are huge and complicated. We need to be patient and careful to arrange each component in the correct order and leave enough and accurate information to the others.

Accomplishments that we're proud of

All 24 actions are aligned and can be performed smoothly.

What's next for Action-based controlling in ACT/ARPG games

More control templates can be created to fit different games under these semantics. Such application could be the baseline of many action games that are exploring in VR/AR fields.

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