This is a tech demo of a plasma sword game mechanic for VR. The mechanics are heavily fleshed out and I'm currently designing a game around it. I thought it would be worthwhile to make a demo available since I've worked so hard on the mechanic to make sure that it is satisfying with minimal game content.

  I also believe in allowing people to try before they buy since VR games are the most subjective experience you can have as a gamer.

  I would welcome donations from anyone who has enjoyed this game and wants to see more like it, and more work done on it.

  Update log:

  version 0.0.2 - June 18, 2019 - updated move/rotate instructions in the "lobby" area. (renamed to include version number 0.0.2)

  version 0.0.3 - June 20, 2019 - added grip triggers for the saber grab mechanic

  version 0.0.4 - June 20, 2019 - fixed missing WMR control scheme and instructions

  version 0.0.5 - June 21, 2019 - added xr device to hud, more accurate wmr support

  version 0.0.6 - June 22, 2019 - added optional HUD info for button presses and joystick axis changes to help improve support for new input devices (knuckles) - press "B" to enable/disable the button display

  version 0.0.7 - June 25, 2019 - adjusted sensitivity of grip buttons, fixes toss mechanic on oculus touch controllers

  version.0.0.11 - June 27, 2019 - adds knuckles support to get the grips working for the grab/toss mechanic

  version.0.0.12 - June 29, 2019 - added LIV sdk for mixed reality capture, not fully tested

  version.0.0.13 - June 30, 2019 - re-install of LIV sdk, possibly more stable than the previous version

  version.0.0.14 - July 2, 2019 - picked up latest patches and upgraded packages in Unity

  version.0.0.15 - July 11, 2019 - improved the tossing mechanic by waiting until the saber is at rest before it switches off

  version.0.0.19 - July 31, 2019 - performance updates, LIV plugin removed because of a problem loading the DLL. More info in devlog.

  version.0.0.20 - Aug 3, 2019 - faster floor line drawing, rigidbody tweaks on the springy thing, no more massive framerate drop on the first cut or burn. Blade procedural audio tweak. Minor tweak to the way the saber repels off the ground when tossed.

  version.0.0.21 - Aug 7, 2019 - minor optimizations in the mesh cutting and floor texture. LIV sdk correctly installed this time. Compiled for 64-Bit to support LIV plugin... please contact me if a 32Bit version is required and I'll upload one ASAP!

  version.0.0.22 - Aug 9, 2019 - saber procedural audio spatialization improvement. Embarrassing optimization where I was able to free up to 2.75 milliseconds per frame!

  version.0.0.23 - Aug 18, 2019 - much better Valve Index Controller support, better line burns, and burning through other objects, more accurate toss mechanic, tweaked color timing on heated groundplane, couple minor internal errors...

  version.0.0.24 - Oct 04, 2019 - a plethora of under-the-hood improvements, will post a detailed devlog soon...

  Dec 22, 2019 - added a rough version that runs on the Oculus Quest because holiday season

  Dec 24, 2019 - sidequest link https://xpan.cc/a-407

  Feb 09, 2020 - Oculus Quest version updated to have post-processing so the saber glows the way it's supposed to.

  Aug 13,2020- Quest version updated with better visuals. Sorry for the delay!

  July 27, 2021 - Quest version update. Some optimizations, minor tweaks. Back from the dead ;)

Comments
Welcome to zddgame comments! Please keep conversations courteous and on-topic. To fosterproductive and respectful conversations, you may see comments from our Community Managers.
Sign up to post
Sort by
Show More Comments

  

Copyright 2023-2025 - www.zddgame.com All Rights Reserved