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 Unity & Rift general thread 
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Binocular Vision CONFIRMED!
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Let's centralize infos, tips, Q&A, homemade scripts, etc., anything related to Unity and VR.

SDKs & packages

Oculus Rift (Unity pro required)
Unity 4 : SDK
Unity 3.5.7 : Package

Workarounds for Unity Free :
VRDK: DIY Rift Camera Kit for Unity3d v1.0
UnityRiftWarp_v0_1a.zip
(Thanks to DaveRuddell, Baristan6 and the community !)

Razer Hydra (Unity pro required)
Sixense Unity plugin
Easy start-up package & Basic demo (don't forget to credit Alex)

TrackIR
Package (thanks to Tobbe)

Microsoft Kinect
SDK
Kinect Wrapper Package for Unity3D

PlayStation Move controllers
Unimove (open-source plugin, only for Mac OSX 10.5 – 10.7) thanks to Copenhagen Game Collective

WiiMote
UniWii

Leap Motion
singleton-for-super-easy-unity-3d-usage (you must be registered as leap motion developer)

Middlewares & hardware interfaces (to be seen if they will support the Rift)

MiddleVR (caves, clustering in beta, etc.)
getReal3D (caves, etc.)
VRPN support for Pro version : VRPNWrapper
VRPN support for "Free" version : Unity Indie VRPN Adapter (UIVA) => warning : the client-server structure adds some latency time
RUIS (Reality-based User Interface System) (Kinect-PS Move-Rift combo, for OSX and Windows)

a networking server comparison chart (read the topic the chart is not quite up to date)
Uniduino (connect Arduino to Unity)

Scripts

Augmented FPSKit free
FPS Kit not free
Ultimate FPS camera not free
Majatek's McLaren Racer car physics engine free
Edy's Vehicle Physics not free
Force feedback controllers not free - demo available
_____________________________________________________________

VR projects with Unity :

- Wild Skies by Project Holodeck

- Volo Airsport (skydiving game) by member tinus

- Armored Ops Prototype by member Owen (final game will use its own engine)

- The Gallery (Adventure game) by member Bishop51

-

____________
Don't forget the Unity Developer Network for tips, tutos, free scripts, etc.
Unity & UDK...


Last edited by drifter on Thu Apr 04, 2013 12:41 pm, edited 22 times in total.



Tue Feb 05, 2013 2:18 pm
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Binocular Vision CONFIRMED!
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Interesting, the team behind Wasteland 2 explains why they chose Unity for their RPG (ease of use by artists and designers, crossplatform (Windows, Mac and Linux), support and expertise available from vendor and in community...)


Sun Feb 10, 2013 4:24 pm
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One Eyed Hopeful
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Thanks Drifter,
I've been playing around with the Unity engine and simply love it. Right now I want to get familiar with Unity, but consolidating Unity/Rift tools is a great idea. As I get comfortable with Unity I will start playing around with the SDK's and packages.


Tue Feb 12, 2013 7:52 pm
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One Eyed Hopeful

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VRPN support for Pro version:
VRPNWrapper
https://research.cc.gatech.edu/uart/content/vrpnwrapper

VRPN support for "Free" version:
Unity Indie VRPN Adapter (UIVA)
http://web.cs.wpi.edu/~gogo/hive/UIVA/

(have not tested any of them myself)


Thu Feb 14, 2013 11:48 am
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Thanks, links added.

Also added Augmented FPSKit, a nice free fps kit.


Fri Feb 15, 2013 7:06 pm
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About networking, added a server comparison chart (read the topic the chart is not quite up to date)


Thu Feb 28, 2013 11:22 pm
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Will the TrackIR plugin work in the free version of Unity?


Thu Feb 28, 2013 11:36 pm
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Binocular Vision CONFIRMED!
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AussieMike wrote:
Will the TrackIR plugin work in the free version of Unity?

Good question, I found no information so I checked directly if TrackIRUnity.dll is a .NET DLL
For me it's ok, we have only one primary dependency here, mscoree.dll.
You should be able to use your trackIR in Unity free (can't be 100% sure, I use it myself but in Unity pro).
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Added RUIS (Reality-based User Interface System) for Unity, supporting Kinect and PS Move together in the same coordinate system, for OSX and Windows


Fri Mar 01, 2013 1:30 pm
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Do we know if the head/neck model will be implemented off the bat in Unity?

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Sat Mar 02, 2013 7:23 pm
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maybe somewhat tangential, but someone just released an easy package integrating openni: http://u3d.as/4ep

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got a rift and a hydra? check out a thing it's a hot mess of control schemes and ideas, but it's fun.


Sat Mar 02, 2013 8:37 pm
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Good info @dbuckvs. I couldn't access the website but I didn't know of openNi so I'm checking the website out... I imagine someone will release a Rift driver as soon as dev kits are out, right?

Still, I'm gonna keep my fingers crossed that Unity natively supports head/neck modelling natively. Otherwise I'll have to shed extra $$ into my project and at this point I can't afford spending any more money.

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Sat Mar 02, 2013 10:37 pm
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Neck modelling is just a parent node that holds the camera.

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Sat Mar 02, 2013 11:02 pm
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cybereality wrote:
Neck modelling is just a parent node that holds the camera.


great - now the magic behind that is gone :lol:

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Sun Mar 03, 2013 2:45 am
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cybereality wrote:
Neck modelling is just a parent node that holds the camera.


That's what I have implemented in my game. Funny, I just read a somewhat dated Rift article that claimed Oculus had done extensive anatomy research for the headneckmodel implementation :D However through my experiments I found that there is more to it that can be added than the simple camera to node parent setup, that could give better results. But without the Rift in my hands its difficult to test. I'll get back to this and post my result later when I get my devkit.


Sun Mar 03, 2013 3:12 am
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For seated player, does that mean another IMU strapped between the shoulder blades would be enough for rough positional tracking? I think it would mean a simple model of a spine fixed at the seat, with the torso position based on the angle of the back sensor, and the neck modelled on the Rift angle.

If you close your eyes, its quite hard to estimate your head position reliably as you lean in your seat. So accuracy is probably much less important than reproducibility. Latency would be much lower than optical systems too, and the breakout box for the rift could hold the sensor. For more accuracy, assuming IMU's are cheap enough, have for the inflexible ribcage and one for the lower back.


Sun Mar 03, 2013 6:23 am
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Dnhkng wrote:
For seated player, does that mean another IMU strapped between the shoulder blades would be enough for rough positional tracking? I think it would mean a simple model of a spine fixed at the seat, with the torso position based on the angle of the back sensor, and the neck modelled on the Rift angle.


I was referring to a software based solution for 'faking' basic position tracking.

For a hardware based solution you want no less than a precise/jitter-free/fullXYZ-tracking and lightweight device. Atleast that's what I want ;)


Sun Mar 03, 2013 8:24 am
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drifter wrote:
AussieMike wrote:
Will the TrackIR plugin work in the free version of Unity?

Good question, I found no information so I checked directly if TrackIRUnity.dll is a .NET DLL
For me it's ok, we have only one primary dependency here, mscoree.dll.
You should be able to use your trackIR in Unity free (can't be 100% sure, I use it myself but in Unity pro).
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Added RUIS (Reality-based User Interface System) for Unity, supporting Kinect and PS Move together in the same coordinate system, for OSX and Windows


Thanks for the info drifter. I tried it in Unity 4 free edition, but unfortunately it doesn't seem to work :( Has anyone had any luck with this?


Mon Mar 04, 2013 1:36 am
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You launched the TIR app, you imported the TIR package, you tried the demo scene, when you click on the init button, you don't see the blue led turn on on your TIR camera ?


Tue Mar 05, 2013 3:45 pm
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Does anyone else has unexpected poor fraps performance with his Unity demos ?
My CPU is only a c2d @3,2 ghz but it's enough to smoothly record old games in HD, and my Unity demos are really undemanding...
Maybe I should recheck my HDDs fragmentation...


Wed Mar 06, 2013 10:49 am
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Added a package for the Leap Motion
singleton-for-super-easy-unity-3d-usage (you must be registered as leap motion developer)

@GeraldT
I saw you just started to toy with the leap in Unity
So, easy start ? (as usual with Unity I would say)


Thu Mar 07, 2013 1:03 pm
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I wish the Razer Hydra didn't require Unity Pro, or at least had an external key-binding tool for OSX so I could continue working on my project.

The leap motion seems to heat up quite a bit from what I've seen just playing in the built-in visualizer.


Sat Mar 09, 2013 3:25 am
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drifter wrote:
@GeraldT
I saw you just started to toy with the leap in Unity
So, easy start ? (as usual with Unity I would say)


Well ... try to use the Hydra in Unity and repeat the "as usal" after that ;)

But with the LEAP I was going from start to playable prototype within an hour - which is fantastic!!
Already doing great progress on my very first LEAP title ... I will upload a video in a couple of minutes. :)

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Sat Mar 09, 2013 3:32 am
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I am not done yet - what you see is the training mode with the timer deactived (and also with no reward at the end).

As said .. WIP ... what do you guys think of the music? Should I use it for the game or go a different direction?

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Sat Mar 09, 2013 3:49 am
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GeraldT wrote:
As said .. WIP ... what do you guys think of the music? Should I use it for the game or go a different direction?


I like it the way it is. With the FOV of the Rift, or even just putting your face up against the screen, you get a sense of claustrophobia (or something like that) and the music helps in that.
Wonder what happens when you get to the dreaded level red.

P.S. Make a badass trailer like this:


Last edited by DFP on Sat Mar 09, 2013 4:09 am, edited 1 time in total.



Sat Mar 09, 2013 3:59 am
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lol ... this is a 10 minute game (faster if you are trained).

if people like it, I will make a longer successor (or if it sells like crazy add more levels to this version).

I toyed with different colors ... when time runs out I had it going red ... but now I like it better to just reduce the light ... the title "LICHT" is light in German

But if you beat the time limits you get a nice reward (old school tetris gameboy reward), also you get rewards like a color selector if you beat other time limits (okay ... so far you only get colors, but I think about changing the ball to a cube to make it harder as a reward ^^)

EDIT: WOW ... that CUBE trailer is plain awesomeness!! :mrgreen:

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Sat Mar 09, 2013 4:03 am
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I really love the LICHT game Gerald. The style and music is really superb.
Simple to play but hard to master. Really great idea!


Sat Mar 09, 2013 6:06 am
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Callezetter wrote:
Simple to play but hard to master. Really great idea!


yeah .. it looks simple in the video, but when you are new to this it's really not that easy.
tomorrow I will visit friends and take my leap and the game with me, so they can check it out.
Really curious how they will manage ;)

And thank you - that is really great to read !!!

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Sat Mar 09, 2013 6:15 am
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Love the'Licht' game Gerald, very atmospheric. I imagine that would be really creepy in full immersion. I assume you'd intend the manipulation to be done by a floating hand or similar controlled by a tracked 3D joystick?


Sat Mar 09, 2013 8:24 am
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V8Griff wrote:
Love the'Licht' game Gerald, very atmospheric. I imagine that would be really creepy in full immersion. I assume you'd intend the manipulation to be done by a floating hand or similar controlled by a tracked 3D joystick?


thank you - I just decided to blow the scale of the game because of all the positive feedback!

I use a LEAP for controls - it will be released in may and I want a couple of games ready by then so I can use any profit for Rift development. But I must say the more I play with the LEAP, the more I like it. It takes a lot of training, because it's not easy to keep your arm up for so long.
Have a look here: www.leapmotion.com

I was not planing for a Rift version since I was only planing the one level. But I guess I will change my mind on that now - atm the camera is controlled by the glowing ball, so I have to find a way to get that working.

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Sat Mar 09, 2013 8:40 am
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Very atmospheric. I like it!

It proves that games don't need a gazillion polys to be fun.

Looks like I'll need to order a leap...

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Sat Mar 09, 2013 2:49 pm
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Looks awesome man! The music fits too.

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Sat Mar 09, 2013 2:58 pm
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Thank you both! I'm glad there are so many that like my coder art :)

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Sat Mar 09, 2013 3:56 pm
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Well done GeraldT, you seem to have find a good control scheme with your leap...
The kind of music is perfect, a bit like dark ambient...
GeraldT wrote:
drifter wrote:
@GeraldT
I saw you just started to toy with the leap in Unity
So, easy start ? (as usual with Unity I would say)


Well ... try to use the Hydra in Unity and repeat the "as usal" after that ;)

That's weird, I used the package linked in the original post and had no problem to use the Hydra in my prototypes (and i was a noob with unity). What was the hard part for you ?
(After that i added the TrackIR in my tennis demo and it was even easier, hence my "as usual" talk)


Sun Mar 10, 2013 4:10 pm
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I don't remember the specifics, but what got me most was an offset and then getting the controls to move with a player character - I wanted a GameObject with two Hydras as children that I can attach to whatever I use as a player and that will move the Hydras relative to the parent GameObject.

Ohh yeah ... and I have a broken cable, so my Hydra is defect and needs to be send in. I guess a lot of my frustration came from that even though I didn't know at the time.

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Sun Mar 10, 2013 4:53 pm
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Ohh and thank you for the LICHT feedback - today I gave a test audience a try and the one woman present played the demo 5 times (plus one time backwards, but at one obstacle that failed because you can only go one direction). I was VERY happy, especially since I was very careful not to influence them or give tipps etc. ... I had it just available for everyone to grab and try it. And they all want a LEAP now, so this was a great thing too. :)

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Sun Mar 10, 2013 4:59 pm
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GeraldT wrote:
I wanted a GameObject with two Hydras as children that I can attach to whatever I use as a player and that will move the Hydras relative to the parent GameObject.

Ho I see... My first attempt to do that was bad (as you can see in my old tennis video, my racket follows my body with a lot of latency), now it's completely smooth with this simple setup :

Hierarchy panel :
- Player (parent gameobject with character controller & motor scripts, Input Controller, footsteps sound script, etc.)
--- Main Camera (child cam with TrackIR script, Skybox, etc.)
--- racquet handle (target object of the the Hydra controller script)
----- racquet mesh
----- racquet hitbox


Sun Mar 10, 2013 5:38 pm
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When I tried such a setup, the pistol does not follow my player - I actually repeat all inputs on the player for each pistol and rotate around the player position. Or I did, broke the code due to stupid Unity saving rules I will never understand and me still not having a SVN setup (I know, shame on me).

Well ... so far development is on ice while I work on the LEAP titles and my Hydra is in repair, but once I get back to it I might ask you for that part of your scene if you are willing to share. Do you use Unity 3.5 or Unity 4? I had to convert the package to Unity 4 and maybe that's where something got broken.

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Sun Mar 10, 2013 5:49 pm
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Licht is looking great! I agree with the others that the visual style and audio really work for it.

You mentioned that you had to hold your arms up with the Leap to control it. I've been wondering if the Leap is capable of discerning fine more mouse-like motions for control. One set-up would involve resting your arms on a support and simply using finer finger motions for the manipulation. Alternatively you could simply rest your hand on a table as if you were holding a mouse inside a 3-D box and have the Leap track it, amplifying the motion in 3-D much like a mouse does in 2-D. That could alleviate some of the fatigue issues.


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Xensory wrote:
Licht is looking great! I agree with the others that the visual style and audio really work for it.

You mentioned that you had to hold your arms up with the Leap to control it. I've been wondering if the Leap is capable of discerning fine more mouse-like motions for control. One set-up would involve resting your arms on a support and simply using finer finger motions for the manipulation. Alternatively you could simply rest your hand on a table as if you were holding a mouse inside a 3-D box and have the Leap track it, amplifying the motion in 3-D much like a mouse does in 2-D. That could alleviate some of the fatigue issues.


First - thanks. I just don't get tired of hearing that :lol:

Second - when I had the control group play it today, the one woman made me feel like a fool. She just put her elbow down and played the whole thing in one without any problems. Do you have any idea how stupid I felt? I could have positioned that LEAP any time to do the same, but I didn't (the other men that tried before her didn't too, that was a bit of a relieve). So this is not an issue - but I will put an image into the game right at the beginning showing how to position your arm!

And the LEAP is VERY precise ... they say it is 0.1mm ... I can not test that, but I can say that it feels just as precise as any mouse and also as responsive.

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Sun Mar 10, 2013 8:19 pm
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GeraldT wrote:
When I tried such a setup, the pistol does not follow my player - I actually repeat all inputs on the player for each pistol and rotate around the player position. Or I did, broke the code due to stupid Unity saving rules I will never understand and me still not having a SVN setup (I know, shame on me).


In that scenario don't you just need to actually attach the weapon model to the player model's arm/hand with constraints, or am I missing something?


Mon Mar 11, 2013 3:18 am
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