Matt will give an introduction of Vive development in Unity, with a focus on common room scale and hand tracking interactions, and making the most of the Vive controllers. The talk will cover:
Physical and software setup tips for Vive dev/test in Unity
Lighthouse mounting options
Vive controller inputs and ergonomics
Popular control mappings for common interactions (Pick up, Use, Teleport, etc.)
Common ways to handle collisions, controller interpenetration, etc.
Overview of SteamVR plugin for Unity
Detecting and using different sized play spaces
Comparison of 3 libraries: ViveGrip, NewtonVR, and SteamVR Unity Toolkit
Tradeoffs with direct object movement vs physics joints/constraints