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Setting Up A “Simple” Networked VR Scene With Unity Netcode And DOTS

Posted on 24/08/202024/08/2020Author lightningDalekPosted in Blog1 Reply

Hello and welcome to the new first tutorial in the OpenFall series, the reason that I am making a new one is that before I was not taking into account future networking needs and it turns out that you need to build it from the ground up for Netcode, I’m keeping the old ones around…

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Deep Dive Into The Unity Netcode Cube Example

Posted on 05/08/202005/08/2020Author lightningDalekPosted in Blog

Hey everyone, In my attempts to learn the new unity Netcode system I have wished that there was more explanation on what all the code in the getting started section actually did. So that’s what I am going to do here, go line by line through the code in the getting started section of the…

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Creating A Unity ECS Character Controller

Posted on 02/07/202009/07/2020Author lightningDalekPosted in OpenFall, tutorials, VR

Welcome to part two in the OpenFall series, In this one as the name suggests, we are going to create an ECS version of the default unity character controller for our player. This series is for VR but if you clicked on this article expecting a non-VR solution have no fear, we are going to…

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Setting Up Unity XR For ECS

Posted on 18/06/202024/06/2020Author lightningDalekPosted in Blog, OpenFall, tutorials, VR

Hello and welcome to the first article in the OpenFall series, this is a set of tutorials were we will be creating a VR Titanfall clone. In this one we will be setting up Unity XR, DOTS, and the new Input system so that in the next one we can get right into coding. Packages…

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Announcing The OpenFall Series

Posted on 12/06/202016/06/2020Author lightningDalekPosted in Blog, OpenFall2 Replies

Hi everyone, like me you have all probably been in quarantine for the last three months, and also like me you have probably found things to do with your free time. I for one have been doing a lot of Titanfall 2 with a side of self-improvement. Anyway as anyone who has played Titanfall knows,…

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How To Use SteamVR 2.0 Features With The New Unity XR Toolkit (Bindings, Skeletons)

Posted on 20/05/202020/05/2020Author lightningDalekPosted in Blog

With the release of the new Unity XR Toolkit, a lot of developers such as myself were concerned with the lack of support for the SteamVR plugin and the features it gives us like the bindings system and Skeletons. But recently Valve has released its own plugin for XR that adds in native XR support…

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The Complete Guide To Unity’s Configurable Joints

Posted on 11/04/202011/04/2020Author lightningDalekPosted in Blog2 Replies

As you may know I write most of my tutorials on how to create physics based VR interaction systems, and to do that I almost exclusively use the configurable joint. For the most part I had to learn all of this on my own through trial and error and searching through forum posts, as tutorials…

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Making Half-Life Alyx Physics Hands In Unity

Posted on 04/03/202018/07/2020Author lightningDalekPosted in Blog4 Replies

With the recent release of our first looks at half-life Alyx I thought it would be a good time to ride those search terms and give you a tutorial on how to do physics-based hands. Now, this is different from my previous tutorial on physics interactions as that code didn’t let the hand collide with…

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Quick Tip: Manually Controlling The VR Camera In Unity SteamVR

Posted on 03/02/202003/02/2020Author lightningDalekPosted in Blog

Hey everyone I just wanted to show off a new mechanic I made and tell you how to make it: As you can probably tell from the title the mechanic was inspired by IG-11, (or IG-88 for older star wars fans) Those familiar with either of these droids are familiar with their ability to simultaneously…

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How To Rig An Interactible In SteamVR For a Boneworks like experience.

Posted on 21/12/201921/12/2019Author lightningDalekPosted in Blog

I should have made this one a while ago, the Interaction system that I’ve been making and teaching tutorials on makes heavy use of GrabPoint, but I never really explained how to set it up. So let’s do that. For this one, we are going to be rigging this premade gun asset, (You might have…

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