virtual-reality

Unity VR Controller UI Interaction

蓝咒 提交于 2019-12-08 03:33:36
问题 I'm currently at the verge of a mental breakdown. I spent hours building my own laser pointer, making it shoot raycasts on everything and try to make it work with my UI. But it won't. At least not correctly. What works: Raycast and draw line. Where I struggle: Right now I have two options. A) Standard UI button and cube without mesh renderer to it. This makes the button fade thru its animations according to its button script. BUT it won't resolve the On button click events! So I added an

how to add gaze input timer to trigger an action after gazing for 3secs?

笑着哭i 提交于 2019-12-08 02:25:38
问题 I am new to unity and VR. I have been using google cardboard SDK to create VR apps in unity and am stuck at gazetimer. I want to trigger an action only if the user looks at any object for 3secs but have not been able to do so. Please help 回答1: Please see a similar question and answer here Use Gaze Input duration to select UI text in Google Cardboard In summary, create a script to time the gaze, by cumulatively adding Time.deltaTime on each frame when the object is gazed at. When gaze time

how to view normal video in cardboard like youtube

点点圈 提交于 2019-12-06 08:37:43
问题 I have an app that plays normal and VR videos. My app has two players to play both types. In my VrVideoView there is a button that makes video play in stereo mode . My question is: how can I view normal videos in Cardboard just like the YouTube app? 来源: https://stackoverflow.com/questions/39020103/how-to-view-normal-video-in-cardboard-like-youtube

how to add gaze input timer to trigger an action after gazing for 3secs?

蹲街弑〆低调 提交于 2019-12-06 07:38:32
I am new to unity and VR. I have been using google cardboard SDK to create VR apps in unity and am stuck at gazetimer. I want to trigger an action only if the user looks at any object for 3secs but have not been able to do so. Please help Eugene Sia Please see a similar question and answer here Use Gaze Input duration to select UI text in Google Cardboard In summary, create a script to time the gaze, by cumulatively adding Time.deltaTime on each frame when the object is gazed at. When gaze time hits a pre-specified duration, trigger the button's OnClick event. On the object, activate the

Web Browser in Oculus Go VR application built with Unity

扶醉桌前 提交于 2019-12-06 05:26:40
I am currently trying to find a way for having a web browser in a VR application. Basically the goal is to open a page like https://stackoverflow.com in a panel and to have it scrollable through the oculus go controller. I already did some research on plugins for achieving this like this but none of them seems to work on the oculus go. From what I could find, the best solution is this 3D browser plugin . It's not slow or buggy like the other options I tried and it just works by placing a prefab in your scene that you can click and scroll. void CreateWebView(float width, float height, Vector3

How to make a simple VR video player by Google CardBoard Android SDK and Rajawali

烂漫一生 提交于 2019-12-04 22:55:35
问题 I am a new man in these area. I am trying to change a program in github to play video for cardboard now. I modified the MyRenderer by using StreamingTexture. public class MyRenderer extends RajawaliCardboardRenderer { public MyRenderer(Context context) { super(context); } private MediaPlayer mMediaPlayer; private StreamingTexture streamingTexture; @Override protected void initScene() { mMediaPlayer = MediaPlayer.create(this.getContext(), R.raw.test); streamingTexture = new StreamingTexture(

Magnet script for UNITY 3D

回眸只為那壹抹淺笑 提交于 2019-12-04 17:24:59
I'm working on a Google Cardboard project, right now i have a demo for Android where u can look around in a special scene i build in UNITY 3D, everything is working fine & looking good, but what I really want is: I want to walk forward when I press the Google Cardboard magnet button. I found a few script's on the web, but I do not know exactly how to make these scripts work in my UNITY project. Can anybody help me further with this? Assuming you are able to read the magnet input correctly. This is how I did an FPS style controller script: In Unity5 import the asset package Standard Assets

Android VR Toolkit - HeadTransform getHeadView matrix representation

血红的双手。 提交于 2019-12-04 16:36:44
I'm starting with Android VR-Toolkit for google cardboard. I use the sample at google website: https://developers.google.com/cardboard/get-started I new with openGL and try to figure out how the values are represented by the system. For example HeadTransform.getHeadView set a 4x4 matrix and according to the documentation: A matrix representing the transform from the camera to the head. Head origin is defined as the center point between the two eyes. My question is what represents every value (each cell) in the matrix? Google Cardboard 's headTransform.getHeadView() provide a transform matrix

Google Cardboard - are there an iPhone / iOS starter projects for the Cardboard VR kit?

十年热恋 提交于 2019-12-04 11:46:16
问题 I'm looking at the Google Cardboard kit, an inexpensive VR setup that uses Android Devices to play 3d VR games. I see that they have an Android demo project, but is there any iOS or Objective-C port of the Cardboard project? If not, are there any other VR projects for iOS that can be modified to work with the cardboard kit? 回答1: June 2015 update Google has added iOS support to their official Unity SDK. Even though the Unity plugin bundles a pre-compiled iOS Cardboard binary, there doesn't

missing GVRMain file in Unity

拟墨画扇 提交于 2019-12-04 09:37:55
I am trying to create a Google Cardboard app using Unity. The new SDK doesn't have GVRMain, so I used GVREditorEmulator instead. However, I can't "look around" in the project. I am using a Windows PC, and Unity 5.6 Looks like Google updated its GoogleVR SDK and GvrViewerMain is replaced by GvrEditorEmulator. https://developers.google.com/vr/unity/release-notes What you're most likely missing is the Camera script which has to talk to the Gvr Editor Emulator. Click on the GvrEditorEmulator In the inspector see Camera: None (Camera) This is where your camera should be referenced. I was able to