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VR + mocap prototype

Combining VR and full-body motion capture for highly physical (and slightly dangerous) VR games.

tl;dr

This is a prototype VR game where two players fight with foam swords on a motion capture stage. The mocap data is streamed to the VR headsets to drive lightsabers and full-body characters in VR.



tracking & calibration

OptiTrack's official plugin for Unity annoyingly supports neither 1:1 skeletal tracking nor Android & Meta Quest. I instead modified an old third-party plugin compatible with Android to support 1:1 skeletal tracking and the latest version of OptiTrack's NatNet API.

While OptiTrack supports VR headset tracking, the Quest headset already tracks itself and with much less latency. I initially calibrate the headset to stage space once. The headset is responsible for its own tracking from then on.

visuals

thanks

I'd like to thank my friends Hazel & Matthew for testing and also coming on a late-night run to buy pool noodles for the swords. Thank you!

I threw together several CC0 assets from PolyHaven.com and AmbientCG.com to create a placeholder lava planet environment. The robot model is a Unity standard asset.