![]() To be clear, though, the only real source for most of this information about Luckey is from the Daily Beast article, in which its authors noted that their sources were being scrubbed even as the article was being written. Luckey's personal Twitter account is silent. The official Oculus Twitter account has nothing on the issue. We've reached out to the company for comment but have received no response. The news about Palmer Luckey’s involvement with Nimble America and its aims is a PR nightmare for the already beleaguered VR company, and curiously, so far Oculus has gone dark in response. SoundStageVR also showed its dissatisfaction with Luckey’s actions, but instead of boycotting the company’s platform, SoundStageVR is redirecting its profits from a 24-hour period to the Clinton campaign. Do not let bigotry, white supremacy, hate and fear win."Kokoromi & Polytron “You may have seen the news yesterday that ties Oculus Founder Palmer Luckey to Nimble America, a Trump-endorsing organization Luckey started to defame Clinton via "the power of Internet memes." In a political climate as fragile and horrifying as this one, we cannot tacitly endorse these actions by supporting Luckey or his platform.In light of this, we will not be pursuing Oculus support for our upcoming VR release, SUPERHYPERCUBE.If you are a voting citizen of the United States, please remember to register and make your voice heard this November 8th. Montreal-based Polytron, which is gearing up to launch SUPERHYPERCUBE alongside Sony’s PSVR on October 13, declared that it would no longer be porting the game over to the Oculus platform: The Seattle-based developer said that as long as Luckey still works for Oculus, NewtonVR won’t support Oculus Touch, which may affect Felt Tip Circus and AltspaceVR’s ability to support Touch through Steam. Tomorrow Today Labs, which created NewtonVR (a set of physics instructions for Unity developers) alerted Oculus to its displeasure via a tweet. They posted screenshots on Twitter of emails they said they exchanged with Luckey in the course of their research. The authors of the Daily Beast article, Gideon Resnick and Ben Collins, take some issue with Luckey's statement. I’m sorry for the impact my actions are having on the community. ![]() I don’t have any plans to donate beyond what I have already given to Nimble America.Still, my actions were my own and do not represent Oculus. Reports that I am a founder or employee of Nimble America are false. I did not write the "NimbleRichMan" posts, nor did I delete the account. ![]() I am a libertarian who has publicly supported Ron Paul and Gary Johnson in the past, and I plan on voting for Gary in this election as well.I am committed to the principles of fair play and equal treatment. into the Unity Physics system.I am deeply sorry that my actions are negatively impacting the perception of Oculus and its partners.The recent news stories about me do not accurately represent my views.Here’s more background: I contributed $10,000 to Nimble America because I thought the organization had fresh ideas on how to communicate with young voters through the use of several billboards. I’m wondering whether there is a possibility for some kind of ‘hybrid’ collision, where I could plug the SteamVR controller’s velocity, location etc. This sort of works, but with a huge delay the paddle is always lagging way behind the controller - so this is not an option.Īnother thing I’ve been trying is to implement my own physics code for the paddle, but in a way I feel like this shouldn’t be necessary as the controller already tracks all of the same variables as the ‘normal’ rigidbodies do, such as velocity etc. ![]() I also turned on interpolation to make sure moving the paddle too quickly doesn’t make it go through the ball. One thing I’ve tried is to mark the object as IsKinematic and to match its position to the controller using MovePosition and MoveRotation on the paddle Rigidbody. As such it creates issues like the paddle moving through the ball when the controller moves too quickly, or the velocity of the controller not mattering in the collision since its rigidbody’s velocity is always zero. But it doesn’t, as the controllers are not Rigidbodies and their movement works separately from the Unity physics system. The idea seems simple enough add a paddle gameobject to the controller, add colliders to the paddle and ball and it should all work itself out. Over the last few days I’ve been attempting to make a simple table tennis game using SteamVR and the HTC Vive.
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