Uploaded April 2026 | Updated September 2026, 1 hour ago
I started developing this realistic dolphin training game using Unity 6000 (HDRP). I've been working on the idea for only a few days , I tried to use simple assets and models , but the lighting and ambient occlusion in HDRP makes the scene look way more detailed. All realtime lighting, the dolphin shader uses real sub surface scattering on the skin. And volumetric fog that makes gives the warehouse scene depth . real sun glare can be seen through the skylights , and shimmers when under water , working on this game has given me a entirely new respect for dolphins and aquatic life :)
I created the environment from some free models, but I modeled the pool. And wrote a custom dolphin controller script, , over 1200 lines of code to apply physics forces and blend all the fine details using mouse inputs and WASD and Shift... there is a IK solvers used for the body/spine curling that moves the fluke, I used a AnimatorController and blendtree for moving the IK targets around, this made the controller very simple to code and gave a decent appearance , attention was given to both under-water and above-water (jump) modes,
There is a aerodynamic effect when the dolphin enters the water , the same forces are applied in air too but when the body is below the watersurface the aerodynamic force ramps up the alignment , it took a lot of time to get all of the effects working together , notice the fluke oscillation whenever the player is maneuvering - that's the automatic sympathetic (or programmed-in) motion using a sin function and 2nd derivatives of the mouse axis.
The water system used was Crest 5 , I had to write my own buoyancy scripts for the dolphin , but I chose Crest because of the water interaction looks amazing in realtime!
The vocalizations and echolocation are user-controlled , might write a custom echolocation shader to actually visualize the pings as maybe a edge highlighter for murky water environments!
I am still working on this, I started this project only a week ago, but I'd like to continue and try to build a playable game that's fun, maybe with a simulation mode , this is my first actual game , however right now I'm trying to learn how to build physics simulations in C# using Unity for the photo-realistic HDRP pipeline, this is my way of "learning the art" of writing custom IK models and implementing barebones gate-planners to animate custom characters and future projects! Hope you enjoyed the video. This was so much fun to create!
I started developing this realistic dolphin training game using Unity 6000 (HDRP). I've been working on the idea for only a few days , I tried to use simple assets and models , but the lighting and ambient occlusion in HDRP makes the scene look way more detailed. All realtime lighting, the dolphin shader uses real sub surface scattering on the skin. And volumetric fog that makes gives the warehouse scene depth . real sun glare can be seen through the skylights , and shimmers when under water , working on this game has given me a entirely new respect for dolphins and aquatic life :)
I created the environment from some free models, but I modeled the pool. And wrote a custom dolphin controller script, , over 1200 lines of code to apply physics forces and blend all the fine details using mouse inputs and WASD and Shift... there is a IK solvers used for the body/spine curling that moves the fluke, I used a AnimatorController and blendtree for moving the IK targets around, this made the controller very simple to code and gave a decent appearance , attention was given to both under-water and above-water (jump) modes,
There is a aerodynamic effect when the dolphin enters the water , the same forces are applied in air too but when the body is below the watersurface the aerodynamic force ramps up the alignment , it took a lot of time to get all of the effects working together , notice the fluke oscillation whenever the player is maneuvering - that's the automatic sympathetic (or programmed-in) motion using a sin function and 2nd derivatives of the mouse axis.
The water system used was Crest 5 , I had to write my own buoyancy scripts for the dolphin , but I chose Crest because of the water interaction looks amazing in realtime!
The vocalizations and echolocation are user-controlled , might write a custom echolocation shader to actually visualize the pings as maybe a edge highlighter for murky water environments!
I am still working on this, I started this project only a week ago, but I'd like to continue and try to build a playable game that's fun, maybe with a simulation mode , this is my first actual game , however right now I'm trying to learn how to build physics simulations in C# using Unity for the photo-realistic HDRP pipeline, this is my way of "learning the art" of writing custom IK models and implementing barebones gate-planners to animate custom characters and future projects! Hope you enjoyed the video. This was so much fun to create!

![$150 wireless mocap gloves - DIY Tutorial - Arduino + SteamVR trackers
This is a complete assembly guide showing how to build your own pair of (super low latency) Mocap Fusion Gloves using supplies found at local hardware stores and some Arduinos.
Glove Assembly Tutorial (part 1):
The first half of the video includes the making of the actual mocap glove, by using sensor sleeves to hold the sensors to the gloves and adhering the sensor holders to glove fabric.
[UPDATE]
It was mentioned that you can simply use the seam found on the bottom of most pain t-shirts as the sensor holders. This simplifies everything! :3
Arduino Programming Tutorial (part 2):
Option 1: Wired mocap gloves using a single Arduino Mega.
Option 2: Wireless mocap gloves using nRF24 radios w/ an Arduino Uno and Arduino Mega.
Option 3: Wireless mocap gloves using a Arduino with on-board nRF24 radios.
More detailed instructions and Arduino code can be found on my GitHub: https://github.com/guiglass/Mocap_Fusion_Gloves
The software I am using to test the gloves is APS (LUXOR) Check out more of my free motion capture tools and apps at www.MocapFusion.com
Join my DIscord to find even mocap hardware, tutorials and mocap apps Ive developed: https://discord.com/invite/ErZcKaQ $150 wireless mocap gloves - DIY Tutorial - Arduino + SteamVR trackers](https://i.ytimg.com/vi/PCBvUHJH8Gw/mqdefault.jpg)
![Live-Link Avatars in Unity HDRP with RTX raytracing.
APS Luxor is software I am developing for Live Link to Unity with full body mocap and includes face cap blendshapes too. Join this discussion on Discord for more about live avatars and raytracing: https://discord.com/invite/ErZcKaQ
Unity 2021 and the HDRP.
This was recorded while being rendered live using APS Luxor with live link to Unity feature enabled.
CPU used I9-9900K
GPU used 2080TI RTX:
Mocap Fusion [VR] LUXOR (software I am developing)
https://www.mocapfusion.com/
Credits:
3D Anime Style Avatar Original by A2games3D
www.turbosquid.com/3d-models/3d-vrchat-animations-original-1565076 Live-Link Avatars in Unity HDRP with RTX raytracing.](https://i.ytimg.com/vi/PZ1JTlRHV-s/mqdefault.jpg)

![Live motion capture in Unity 2021 HDRP + GPU raytracing and multiple mirrors
I wanted to share the latest update (in v3.4.9) that shows live motion capture from Luxor being streamed directly into a Unity 2021 HDRP scene with real-time raytracing (using a 2080TI RTX GPU) and with very low latency! My screen capture software is kinda laggy so doesnt do justice to the real-time raytracing; but looks absolutely brilliant at full framerates! guess I should invest in a HDMI capture card.
Please subscribe for more future videos!!
Mocap Fusion [VR] LUXOR (software I am developing)
https://www.mocapfusion.com/
Join the Discord:
https://discord.com/invite/ErZcKaQ
If youd like to help support more of these short films:
Patreon:
https://www.patreon.com/prepstudio
PayPal:
http://www.paypal.me/prepstudio
License:
The audio files are licensed and approved by Dl-Sounds.com
I have obtained a license from the proper rights holder to use this material.
Credits:
3D Rin Anime Style Avatar Original by A2games3D
www.turbosquid.com/3d-models/3d-vrchat-animations-original-1565076 Live motion capture in Unity 2021 HDRP + GPU raytracing and multiple mirrors](https://i.ytimg.com/vi/QxGP0PaVqM4/mqdefault.jpg)
![VR Doll House - avatar physics example
This is a example of using Mo-Fu and a custom apartment map I imported in the game to create a interactive VR doll house with physics enabled avatars, I recorded some motion capture for each avatar so you can see the avatars are fully animated. I also enabled Avatar Physics so the avatars can be picked and located anywhere the scene by the user.
This is one example of the many features available in Mo-Fu !
See the full tutorial here: https://youtu.be/ZOjv8gEZSeU
Other example: https://youtu.be/-IVkx1sBJEQ
Software used:
Mo-Fu (Mocap Fusion [VR]) available on Steam: https://store.steampowered.com/app/1540000/Mocap_Fusion VR
Social:
Twitter - https://twitter.com/mocapfusion
Discord - https://discord.com/invite/ErZcKaQ
Patreon - https://www.patreon.com/prepstudio
Youtube - https://www.youtube.com/c/AnimationPrepStudios
www.MocapFusion.com
Thanks for watching ^v^ VR Doll House - avatar physics example](https://i.ytimg.com/vi/RHK9yjaQEUA/mqdefault.jpg)


![Equestrian motion capture!
A short mocap created using the Rigify horse prop and grenade prop available in APS.
Equestrian motion capture!
Download the (free) Mocap Fusion [VR] Playtest beta on Steam : https://store.steampowered.com/app/1540000/Mocap_Fusion VR
Discord - https://discord.com/invite/ErZcKaQ
Twitter - https://twitter.com/mocapfusion
Patreon - https://www.patreon.com/prepstudio
Youtube - https://www.youtube.com/c/AnimationPrepStudios
www.MocapFusion.com Equestrian motion capture!](https://i.ytimg.com/vi/T1yfHexlyXE/mqdefault.jpg)
![Multiplayer Motion Capture with Avatars
New Multiplayer update! Create motion capture with other players, instantly export multi-avatar motion capture to Blender. Includes chat worlds and motion capture worlds. Create motion capture with other players, then export multi-avatar scenes and motion capture directly to Blender for final rendering.
Multiplayer Features:
- Browse and host chat worlds, online motion capture worlds, avatar worlds.
- VOIP and avatar lipsync blendshapes supported.
- Full body tracking supported.
- Finger tracking (Quest 2, mocap gloves, index controllers) supported.
- New FPV mode for non-vr players, mouse/keyboard control supported.
- Custom avatars, worlds, props and shaders supported.
Software used:
- Mocap Fusion [VR] Luxor v5.5.1 (multiplayer update)
- Blender 2.9
Mocap Fusion [VR] Luxor is available on Steam: https://store.steampowered.com/app/1540000/Mocap_Fusion VR
The Multiplayer feature is still in beta!!!!!!!
www.mocapfusion.com/multiplayer
Social:
Twitter - https://twitter.com/mocapfusion
Discord - https://discord.com/invite/ErZcKaQ
Patreon - https://www.patreon.com/prepstudio
Youtube - https://www.youtube.com/c/AnimationPrepStudios
www.MocapFusion.com
Thanks for watching ^v^ Multiplayer Motion Capture with Avatars](https://i.ytimg.com/vi/TpXUSxOOIPE/mqdefault.jpg)
