Unity & Rift general thread
- drifter
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Unity & Rift general thread
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...
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.
- drifter
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Re: Unity & Rift general thread
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...)
- bugnguts
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Re: Unity & Rift general thread
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.
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.
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- One Eyed Hopeful
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Re: Unity & Rift general thread
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)
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)
- drifter
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- drifter
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Re: Unity & Rift general thread
About networking, added a server comparison chart (read the topic the chart is not quite up to date)
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- Two Eyed Hopeful
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Re: Unity & Rift general thread
Will the TrackIR plugin work in the free version of Unity?
- drifter
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Re: Unity & Rift general thread
Good question, I found no information so I checked directly if TrackIRUnity.dll is a .NET DLLAussieMike wrote:Will the TrackIR plugin work in the free version of Unity?
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
- ftarnogol
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Re: Unity & Rift general thread
Do we know if the head/neck model will be implemented off the bat in Unity?
![Image](https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/1510971_10152415862625170_7621507044006097925_n.jpg)
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- dbuckvs
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Re: Unity & Rift general thread
maybe somewhat tangential, but someone just released an easy package integrating openni: http://u3d.as/4ep
got a rift and a hydra? check out a thing it's a hot mess of control schemes and ideas, but it's fun.
- ftarnogol
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Re: Unity & Rift general thread
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 $$ into my project and at this point I can't afford spending any more money.
Still, I'm gonna keep my fingers crossed that Unity natively supports head/neck modelling natively. Otherwise I'll have to shed extra $$ into my project and at this point I can't afford spending any more money.
![Image](https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/1510971_10152415862625170_7621507044006097925_n.jpg)
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- cybereality
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Re: Unity & Rift general thread
Neck modelling is just a parent node that holds the camera.
- GeraldT
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Re: Unity & Rift general thread
great - now the magic behind that is gonecybereality wrote:Neck modelling is just a parent node that holds the camera.
![Laughing :lol:](./images/smilies/icon_lol.gif)
want to demo the Rift or check it out? click here
- marbas
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Re: Unity & Rift general thread
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 implementationcybereality wrote:Neck modelling is just a parent node that holds the camera.
![Very Happy :D](./images/smilies/icon_e_biggrin.gif)
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- One Eyed Hopeful
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Re: Unity & Rift general thread
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.
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.
- marbas
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Re: Unity & Rift general thread
I was referring to a software based solution for 'faking' basic position tracking.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.
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
![Wink ;)](./images/smilies/icon_e_wink.gif)
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- Two Eyed Hopeful
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Re: Unity & Rift general thread
Thanks for the info drifter. I tried it in Unity 4 free edition, but unfortunately it doesn't seem to workdrifter wrote:Good question, I found no information so I checked directly if TrackIRUnity.dll is a .NET DLLAussieMike wrote:Will the TrackIR plugin work in the free version of Unity?
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).
__________________________
Added RUIS (Reality-based User Interface System) for Unity, supporting Kinect and PS Move together in the same coordinate system, for OSX and Windows
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- drifter
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Re: Unity & Rift general thread
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 ?
- drifter
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Re: Unity & Rift general thread
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...
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...
- drifter
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Re: Unity & Rift general thread
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)
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)
- DFP
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Re: Unity & Rift general thread
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.
The leap motion seems to heat up quite a bit from what I've seen just playing in the built-in visualizer.
- GeraldT
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Re: Unity & Rift general thread
Well ... try to use the Hydra in Unity and repeat the "as usal" after thatdrifter wrote: @GeraldT
I saw you just started to toy with the leap in Unity
So, easy start ? (as usual with Unity I would say)
![Wink ;)](./images/smilies/icon_e_wink.gif)
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.
![Smile :)](./images/smilies/icon_e_smile.gif)
want to demo the Rift or check it out? click here
- GeraldT
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Re: Unity & Rift general thread
[youtube-hd]http://www.youtube.com/watch?v=wSvnfTCjvHI[/youtube-hd]
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?
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?
want to demo the Rift or check it out? click here
- DFP
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Re: Unity & Rift general thread
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.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?
Wonder what happens when you get to the dreaded level red.
P.S. Make a badass trailer like this:
[youtube]http://www.youtube.com/watch?v=4aGDCE6Nrz0[/youtube]
Last edited by DFP on Sat Mar 09, 2013 4:09 am, edited 1 time in total.
- GeraldT
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Re: Unity & Rift general thread
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!!![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
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!!
![Mr. Green :mrgreen:](./images/smilies/icon_mrgreen.gif)
want to demo the Rift or check it out? click here
- Callezetter
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Re: Unity & Rift general thread
I really love the LICHT game Gerald. The style and music is really superb.
Simple to play but hard to master. Really great idea!
Simple to play but hard to master. Really great idea!
- GeraldT
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Re: Unity & Rift general thread
yeah .. it looks simple in the video, but when you are new to this it's really not that easy.Callezetter wrote:Simple to play but hard to master. Really great idea!
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
![Wink ;)](./images/smilies/icon_e_wink.gif)
And thank you - that is really great to read !!!
want to demo the Rift or check it out? click here
- V8Griff
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Re: Unity & Rift general thread
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?
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Re: Unity & Rift general thread
thank you - I just decided to blow the scale of the game because of all the positive feedback!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?
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.
want to demo the Rift or check it out? click here
- ftarnogol
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Re: Unity & Rift general thread
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...
It proves that games don't need a gazillion polys to be fun.
Looks like I'll need to order a leap...
![Image](https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-prn2/t1.0-9/1510971_10152415862625170_7621507044006097925_n.jpg)
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- cybereality
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Re: Unity & Rift general thread
Looks awesome man! The music fits too.
- GeraldT
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Re: Unity & Rift general thread
Thank you both! I'm glad there are so many that like my coder art ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
want to demo the Rift or check it out? click here
- drifter
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Re: Unity & Rift general thread
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...
(After that i added the TrackIR in my tennis demo and it was even easier, hence my "as usual" talk)
The kind of music is perfect, a bit like dark ambient...
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 ?GeraldT wrote:Well ... try to use the Hydra in Unity and repeat the "as usal" after thatdrifter wrote: @GeraldT
I saw you just started to toy with the leap in Unity
So, easy start ? (as usual with Unity I would say)
(After that i added the TrackIR in my tennis demo and it was even easier, hence my "as usual" talk)
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Re: Unity & Rift general thread
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.
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.
want to demo the Rift or check it out? click here
- GeraldT
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Re: Unity & Rift general thread
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. ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
want to demo the Rift or check it out? click here
- drifter
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Re: Unity & Rift general thread
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 :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.
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
- GeraldT
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Re: Unity & Rift general thread
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.
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.
want to demo the Rift or check it out? click here
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Re: Unity & Rift general thread
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.
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.
- GeraldT
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Re: Unity & Rift general thread
First - thanks. I just don't get tired of hearing thatXensory 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.
![Laughing :lol:](./images/smilies/icon_lol.gif)
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.
want to demo the Rift or check it out? click here
- V8Griff
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Re: Unity & Rift general thread
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?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).