A downloadable game for Windows

Virtual HOTAS is my entry for Leap Motion 3D Game Jam 2015.

This prototype make use of Oculus Rift DK2 and Leap Motion 1.7. I made it using Unity 5.2 Personal Edition and used some free assets from the Unity Asset Store.

Note that this is a VR entry but the Leap Motion sensor should NOT be mounted on the DK2, instead it should be positioned about 50 cm below and 30 cm ahead of the DK2. You may feel that you real hand has an offset to the virtual hand, but I felt that this doesn't disturb the experience. Please let me know if you feel otherwise.

You can recenter the camera any time by pressing the space bar.

To control the ship use the two sticks. Be gentle with the movements until you get the hang of it! :)

Left stick vertical axis: Move forward / backward.
Left stick horizontal axis: Strafe left / right.
Right stick vertical axis: Pitch up / down.
Right stick horizontal axis: Yaw left / right.

More information

Published358 days ago
Tags3D, hotas, Leap Motion, Space Sim
Player countSingleplayer

Install instructions

  1. Make sure that the Oculus DK2 and the Leap Motion are ready.
  2. Unzip and execute LeapMotion3DJam_VirtualHOTAS.exe.


LeapMotion3DJam_VirtualHOTAS.zip (43 MB)


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I'm wondering, have you done something special like additional filtering of positions and rotations of fingers and palms to get so correct and smooth hand detection? For some reason on my computer the leap motion device data fps is limited at about 43 Hz, and that really hurts detection both with my and other people's projects. However, your app works OK!

Btw, I'd add some transparent texture of dirt and speckles on windscreens to enhance 3D experience. ;)

Hi Ubojan!

What I did was instead of using the physics system to detect the grabbing of the levers I write my own. When grab strength is above 0.9 I check if a lever is inside the hand area and, if so, the lever gets to a grabbed state and adjust its rotation to match the hand position, always lerping to keep things smooth. I personally like to avoid using physics unnecessarily since the reactions of rigidbodies are too unpredictable.

Thanks for the textures tip. For this jam I just had time to make a quick prototype and the art side was hugely overlooked. :)


(Edited 1 time)

Cool! Adding another camera or two in Unity (like a picture-in-picture setup) might allow you to still see where your hands were in relation to the virtual HOTAS while looking forward (or elsewhere).

Hi, Kip! Thanks for the tip!

I though about creating an always visible UI element to indicate how much thrust and rotation were being applied to the ship but hadn't had time to do it.