Hand tracking experiences for virtual reality
In this blog post, we will analyze how Interhaptics manages the implementation of hand tracking for virtual reality. The final goal is to optimize the user experience.
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void SetTargetIntensityMarshal(int _hMaterialID, CommandData* _target, int _size...
void SetTargetIntensity(int _hMaterialID, std::vector _target, double _intensity...
void SetEventLoop(int _hMaterialID, bool _isLooping); Sets the loop flag for a s...
void SetEventIntensity(int _hMaterialID, double _intensity); Sets the haptics in...
void StopAllEvents(); Stops the rendering playback of all haptic sources.
int AddParametricEffect(double* _amplitude, int _amplitudeSize, double* _pitch, ...
double GetGlobalIntensity(); Gets the global rendering intensity factor for the ...
void SetGlobalIntensity(double _intensity); Sets the global rendering intensity ...
Enhance your Unity projects with high-definition haptic feedback using the Razer...
Eligibility and Requirements Nintendo Developer Registration: To access the Inte...