Player having strange bouncing/flinging behavior in my VR game - unity3d

I am developing a VR application using the Gorilla Tag locomotion sourced from GitHub, and I have been having this strange issue I haven't come across before, the issue is the hands seem to be kind of flinging or having a stringing bouncy like behavior. I have tested around and found it most likely does not have anything to do with strange collisions and have found that the gorilla rig seemed to work fine in a much simpler example scene I made. Please ask any questions you need!
Any help is appreciated as I have been working on this issue for days with little to no luck.
Thanks,
Cullis

Related

Unity Cinemachine Free Look jitter while networking

I've spent days on this, so I'm writing this for anyone who comes across it.
Problem:
I created a spectator camera in a multiplayer game, which is a Cinemachine Free Look camera in Unity.
Everything appeared to be fine while offline, but there was a lot of jitter while networking.
Solution:
For some people, it's a good idea to start with the CinmachineBrain's Update Method. This was not the solution in my case.
Turn off Dapming in the Free Look Camera if you have jitter. However, make sure you do it in all three rigs as well as the Body and Aim components. (I forgot to do it in a rig's Body component and couldn't find the bug for days)

Can we combine SFML with Unity? If yes then how?

I just started C++ lessons not so long ago because I am interested in game development. Obviously I am nowhere near creating my own game yet but I was reading some guides on game development and it was talking about Unity and how it makes game development a lot easier than having to code 100% of the game.
However, I also watched some tutorials on youtube regarding SFML which can also be used for game developing, what are the differences? and can you use both at the same time?
I have already started learning about SFML but Unity seems so much simpler to use.
Thanks in advance.
In theory yes, but it's not practical, so the real answer is no.
SFML provides access to basic APIs (OpenGL, OpenAL, OS APIs, FreeType 2, etc) which can be used to build complex applications on top, for example like an engine more in the direction of Unity (e.g. xygine, Nero Game Engine).
But since Unity already provides access to all the things SFML would provide, there's really no reason in trying to integrate SFML into Unity. Similar to how it wouldn't make sense to integrate the Unreal Engine into Unity.
If you really want to do it, you'd approach it similar to how #Programmer described it in the comments.

Implementing Multiplayer for SpriteKit game with Game Center

I have a completed Sprite Kit game that is solid on it's own, However I would really like to incorporate real-time multiplayer functionality into it. The only problem is I have not been able to find any tutorials going over how to do so (raywenderlich.com has one but it is with Objective-C and my game is in Swift).
I have read through Apple's documentation, however, it really just covers the logic of what is happening and lists pieces that are used as opposed to actually showing how to implement the code.
I was wondering if someone could help me with how to actually go about implementing the code. From what I can tell through my searches it is a pretty requested topic but there aren't any tutorial on this using swift.

Eyetracking for the iPhone?

Has anyone experimented with eyetracking for the iPhone or heard of projects related to eyetracking in iOS?
Is it technically feasible at all?
How problematic would recording that data be in the light of ongoing privacy discussions?
There is a technique introduced by Johny Lee
I found this, that applies such technique.
Head tracking for iPad
Hope you find it useful.
I think this is feasible as long as the phone's camera is pointed at the user's head. It would probably require pretty good light for the image to be crisp enough for it to be able to recognize the face and eyes properly, though.
When the user isn't looking directly at the camera, you would probably need to do some sort of "head recognition" and determine the orientation of the user's head. This would give you a rough direction on where they are looking.
I'm not aware of any face recognition related projects for iOS, but you could probably google and find some existing project in some other language and port it to iOS with a bit of effort.
As a side note, there's a DIY project for the head orientation tracking part for PC. It uses infrared lights placed for example on your headphones and a camera which determine the orientation of your head based on that. Perhaps it'll give you some ideas.
I know it's nearly 3 years late but I just came accross this commercial cross-platform SDK, which amongst other things does eye tracking. I think this kind of technology will be comming in future iOS/Android versions.

iPhone:Learning Cocos2D project

I want to develop a game in a month by using the Cocos2D Open Source game engine. Learning Cocos2D is a bit hard and I don't know how to create my initial project by using the files provided by Cocos2D base project. I doubt whether it is possible?
Can I learn by using Cocos2D base project directly and modify it for my game application? Does the license allow me to use like that? ( Because I can't learn all OpenGL programming concepts and develop an application in a month, which is very hard. )
Appreciate your thoughts and advice.
Thank you.
, I have been programming games for iPhone for more than a year now! I started doing most of the things in Objective-C but then I learned that for most graphically ( or computation ) intensive games, Objective-C is not really the best option. There are a lot of paths like Pure Objective-C for logic, and inline C functions for the more "intensive" parts of your game, Obj-C does also let you use C++ files ( for the model classes for example ) with Obj-C++ (which is basically a .m Obj-c source code file but renamed to .mm for Obj-c++ ).
Having said that, Cocos-2D is in my opinion a wonderful library, it's mostly written in Obj-C but has pure C parts for the most CPU intensive stuff (physics it's chipmunk physics and Box2D, they also have a hash table library written in pure C to avoid calling NSDictionary a lot). Cocos2D is not hard to use, and you can get a nice game working quite fast!
You can embed the whole Cocos-2D to a project of yours, or just embed some useful parts of it (like Cocos-Live for On-Line scores, the Texture loaders, etc). You could also start working directly from the Cocos-2D Xcode project and remove what you don't need (like examples etc).
For a simple explanation of the Cocos-2D license , read Here !
About OpenGL, with Cocos you won't need to learn it deeply, unless you start getting into very custom stuff.
Having said all that, here are my recommendations :
1) GUI takes time, GUI can take a lot (even more than 50%) of your source code actually... so take that into consideration if you are going to have game menus, etc.. and adjust your time schedules to make the GUI coding fit!
2) When you have learned Cocos a bit, start playing with OpenGL, it's a wonderful ride, and it's really great to know a bit about the "Engine" of your "Car" so if your "Car" (Cocos2D) break's or doesn't do exactly what you want, you can always tweak here and there to make it work.
For what it's worth, I tried to pick up Objective C a few times over the last year but gave up pretty quickly each time (though I used to do C a lot in the early 90s). Just over a week ago, though, I watched some screencasts and eventually decided to start making my own game. I then discovered and gravitated toward using Cocos2D.
Now, 9 days later, I have a prototype of a game done (it's a kinda clone of Robotron 2084). It's been great fun doing it so far and while this is not the most up to date version (this was at the 1 week mark), this video will give you an idea of what I've achieved: http://www.youtube.com/watch?v=lzD6va1GiTI
I started by using the default Cocos2D project and just figuring it out and adding stuff as I went. I did a TON of Googling and often ended up here on Stack Overflow and on the Cocos2D iPhone forums (which are VERY useful). I've scratched my head a lot but it's been a fun experience (except for tracking down memory leaks ;-)).
Cocos2D is, I believe, LGPL licensed but has some extra clauses tagged on to make it even more free so you can use it in your iPhone game projects commercially or not without any problems.
I've found you don't need to learn much about OpenGL. I've copied and pasted some free snippets from here and there but they've been simple to figure out. Things like drawing lines and boxes, etc. I haven't learnt any "hard" OpenGL stuff. I've just stumbled and got a pretty long way, IMHO. I now feel pretty confident and am still finishing off this game to get it on the App Store and want to develop more!
Make sure to start with the latest Cocos2D 0.99-rc because they changed a lot of names and it'll annoy you if you have to upgrade in future. It's very stable and works fine. Go to http://www.cocos2d-iphone.org/download and download it, unpack, then run the template installer. Then create a project using the Cocos2D template in XCode and Build & Run it on the iPhone Simulator. You'll get a basic example that you can then dig around in. Read the Cocos2D iPhone "Programming Guide" on their site too and gradually figure out how to change the scene to do something you want it to do. Small steps, etc :-)
If you have programmed games before AND you have some experience with Objective-C THEN you could develop a game in a month. The complexity of the game is a big factor.
I think Cocos2d is a very good framework to help you get started in 2D game programming for the iPhone.
Here is a very nice tutorial that will get you started: link text