I played a bunch of Lone Echo and got inspired to re-create the zero-G mechanics from Lone Echo and Echo Arena. Since very few games have them. I made it as modular as I can so that it can be adapted to one's games.
This is just a small demo project to show off all the implemented mechanics. This isn't a fully fledged game or anything, just a jump point to make it easy to integrate the locomotion and interactions in your own projects.
Features ✨
- Procedural IK Hand Animations 🖐️
- Full upper body IK estimation 🔎
- Physically based Zero G Movement 🌌
- 3D Touch screen Unity UI (includes 3D finger position compensation) 📱
- Sample demo level with simple objectives 🎯
Missing Features ❌
Thumb IK 🤚
The thumb finger is more complicated than just a hinge joint, so I skipped it for the sake of time.
Lower Body Simulation 👜
The floating body IK physics animation I kinda skipped since I didn't have enough time for it. But it should be pretty straightforward to implement.
Implementation Details 💻
Physics interactions differ quite a bit from Lone Echo ones. It comes down to not having low-level access to the physics engine in unity to implement the detailed solution from the GDC presentation. That's why I just use tweaked physics joins to make interactions feel nicer, with some additional tricks to make them more responsive.
The finger IK animation requires intersection calculations on the meshes as described by the GDC presentation. Again we don't have low-level access to the physics engine and the triangle connectivity of physics meshes to help with intersection calculations so I manually calculate them with code ripped from the unity physics package. This probably impacts performance, but I managed to burstify the code, so shouldn't be that much of an issue. I also cache each mesh conectivity.
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Compatible with: Quest, Link
Last Updated: Jul 17, 2025
Available on: Itch