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Google Daydream SDK Launches Out of Beta, Adds Unity Integration

Road to VR

The Daydream side of the SDK is a foundation for VR developers, handling important basic functions that every VR app needs, like stereo rendering, spatial audio, head tracking, lens distortion, and asynchronous reprojection. Developers can get the Google VR SDK over at the Google VR developer site.

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Magic Leap Launches Developer SDK, Confirms Eye-tracking, Room-scanning, and More

Road to VR

Announced with support for both Unity and Unreal, the Lumin SDK exposes the capabilities of the Magic Leap One headset to developers who can use it to begin building augmented reality experiences for the platform. Eye tracking. Gesture and hand tracking. 6DOF hand controller (Totem) tracking. Spatialized audio.

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Sensics Releases High Resolution VR Headset Built Specially for Arcades and Theme Parks

Road to VR

.” The press release announcing the headset doesn’t make specific mention of what positional tracking system it employs, saying only that it integrates a 9-axis orientation tracker, something headsets use for basic head-tracking only. Ergonomic and adjustable head strap.

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Triton Project is an affordable DIY AR headset

The Ghost Howls

With Pumori.io , I had created 6 Unity apps that demo UI/UX concepts on the Project North Star headset. However, I had to manually switch between unity packages to demo different apps which led me to taking on and off the headset constantly. . Is this the only supported programming language or devs can also use Unity and Unreal Engine?

AR 528
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Space and Perspective in VR

Leapmotion

Click To Tweet To bring Leap Motion tracking into a VR experience, you’ll need a virtual controller within the scene attached to your VR headset. Our Unity Core Assets and the Leap Motion Unreal Engine 4 plugin both handle position and scale out-of-the-box for the Oculus Rift and HTC Vive. Body frame of reference.

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Jeremy Bailenson talks about 1,000,000 Walmart employees training with VR, presence, and the VR “empathy machine”

The Ghost Howls

We were using something called Visa, which was a very low-level library language, very different from what Unity is right now. Or Unreal if that’s your language. I learned how to build hardware because back in the late ’90s, we weren’t using beautiful inside-out tracking systems.

Training 521
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Getting Fit with a VR Toolkit, and Other XR Tips with VRd?j?’s Michael Eichenseer

XR for Business Podcast

Michael: And this is why I’ve been working on starting this dojo, or this VR maker space; because the tools for building — there’s VRTK for Unity… there’s just all these tools. And the next generation of headsets that will come out in the next 24 months will all have eye tracking and head tracking.

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