How to change Virtual Reality SDKs list in Unity Build settings (via script)

Just a quick article to help people that are desperate like I was yesterday. Yesterday I was implementing the develop-once-build-everywhere facility of our ImmotionRoom system: it’s a very nice menu where you can choose the headset you’re developing for and then it sets for you all settings, prefab and stuff so that you can build […]

Can Vive Puck be the positional tracker for GearVR?

After Vive announcement of the Tracker (the “Puck”) at current CES, there has been a lot of hype surrounding it. Everyone has started thinking about possible applications, fantasizing about awesome Vive installations with lots of Trackers. I love enthusiasm of VR community. One thing that people has started thinking about is using Trackers to implement […]

Getting started with Oculus Touch and Avatar SDK in Unity [Updated]

Welcome to 2017! I wish to you all that this will be an astonishing year! In 2016 I left you with this video showcasing my first experiments with Oculus Touch, Avatar SDK, in cooperation with our ImmotionRoom full body system. As you can see in the video, there are female full body avatars made with […]

HTC Vive 2 will be announced at CES 2017?

There are really lots of questions about the Vive 2. HTC Vive is a device that completely changed our way of thinking VR, since it introduced for first full room scale (well, actually us of Immotionar introduced it before them using Kinects, but that’s another story :P) and first true VR controllers. But HTC Vive […]

VRideo shuts down

While I was preparing my next article, a great sad news arrived to me: VRideo shuts down. With a long, sad and warm message on their blog, they closed their platform yesterday. They were one of the most famous VR video apps (they had 700.000+ installations), they were compatible with lots of headsets (I remember […]