Joe van den Heuvel retweeted
We are very excited to welcome Christine Phelan from @valvesoftware to #Konsoll2021! She's a veteran animator with most recent work includes bringing nightmares to life in VR as an animator and gameplay designer for Valve’s latest game “Half-Life: Alyx”.
Joe van den Heuvel retweeted
Multiple conformant implementations from @Microsoft and @oculus have shipped; New advanced cross-vendor hand and eye tracking extensions; Minecraft, Blender, Chromium, and Firefox Reality embracing OpenXR!
khr.io/ua
Joe van den Heuvel retweeted
Expand the world of Half-Life: Alyx. Find new community creations in the Steam Workshop, or make your own using the newly released development tools. steamcommunity.com/games/546…
Joe van den Heuvel retweeted
When Half-Life: Alyx arrives tomorrow, we know many of you will want to share your first playthough with friends, so we've published a guide to help tune the game's settings for spectating and streaming before you start. support.steampowered.com/kb_…
Joe van den Heuvel retweeted
Half-Life: Alyx is available March 23rd and is playable with all SteamVR-compatible VR headsets. Watch three new pieces of in-game footage: youtube.com/watch?v=Qspam8ft…
Joe van den Heuvel retweeted
The Half-Life: Alyx team will be doing an AMA on reddit.com/r/HalfLife tomorrow at 9am Pacific Time. Come prepared with all your burning questions about the game's development, because we'll be there to answer some of them.
Joe van den Heuvel retweeted
I might be just a little bit excited 😭🥰 #HalfLife #HalfLifeAlyx
Joe van den Heuvel retweeted
SteamVR Input for Unreal hits 1.0 on the @UnrealEngine marketplace today! Lots of bug fixes since the alpha a couple months ago. Developers looking for full Index Controller support check this out! unrealengine.com/marketplace…
Joe van den Heuvel retweeted
So stoked to get people super pretty natural interactions with virtual hands at ridiculous framerates! Fidelity is now the name of the game. store.steampowered.com/valve…
Joe van den Heuvel retweeted
We've released the first alpha for the SteamVR Input Unreal Plugin! Skeletal Input, Per controller key binding, one button mapping between Unreal Input actions and SteamVR Input Actions! steamcommunity.com/app/25082…
Joe van den Heuvel retweeted
Moondust 3.0 Tech Demo update thanks to @MrZulubo! SteamVR Unity Plugin 2.2, hand poses, JoeJeffs, rotating space station, better scene selection/transitions, leaderboards, and of course - full source! Binary on steam updated and github source here: github.com/ValveSoftware/Moo…
Joe van den Heuvel retweeted
SteamVR Unity Plugin v2.2.0 is now live on the Unity Asset Store! This brings support for Unity 2018 and 2019a, blending to precreated skeleton poses, indexer style action access, string based action access, and a documentation site! valvesoftware.github.io/stea…
Joe van den Heuvel retweeted
New beta of the SteamVR Unity Plugin up on github. Looking for brave testers to check it out and give feedback. Immediate action generation, plugin input bindings, tracker support, proximity sensor, delayed loading fixes, 2018.3 fixes, fallback fixes. github.com/ValveSoftware/ste…
Joe van den Heuvel retweeted
Hello SteamVR developers, we now have a developer specific forum for you to post your feedback, requests, questions, and bugs in. If you want to talk about the unity plugin, steamvr input, or skeleton input this is the place to do it: steamcommunity.com/app/25082…
Joe van den Heuvel retweeted
This is great. It’s impressive that we didn’t have to do any work to make this happen.
Starting today, four more Xbox One Backward Compatibility titles will be enhanced for Xbox One X. Enjoy playing Half-Life 2: The Orange Box, Portal: Still Alive, Left 4 Dead, and Left 4 Dead 2 with enhanced visuals and higher resolutions on Xbox One X mjr.mn/NFWJ
Joe van den Heuvel retweeted
Alright Unity SteamVR developers: you now have access to the new SteamVR Input features through version 2.0 of the SteamVR Unity Plugin! We also added some more examples to the Interaction System to help get devs into VR faster. Check out the post at SteamVR.com
Joe van den Heuvel retweeted
And here ya go - Runtime translation of #SteamVR's #Knuckles skeletal #animation to #UE4's stock hand skeleton via #Livelink!
It was a relatively painless retargetting except for the thumbwork. That was a bit tricky.
Joe van den Heuvel retweeted
Testing Controller context of Skeletal data output from @steam_games #Valve #Knuckles in @UnrealEngine - bone transforms were automatically generated from the C++ api and fed into a custom #UE4 #animation #blueprint.
#LightweaVR #VR #UE4
youtube.com/watch?v=WH8nT8IF…
Joe van den Heuvel retweeted
We've been using it in the office during the beta and enjoying it, but now it's available for everybody: New Steam Chat!
steamcommunity.com/updates/c…
Joe van den Heuvel retweeted
Great to be getting this stuff into the hands of developers! xitter.gq/Alientrap/status/10214…

















