Mar 17, 2017 C# Programming Tutorial Unity 3D - This video teaches you how to reload the current level or load a specific level. This section provides an overview of the Utilities package, including its directory structure, the supplied prefabs, and several key C# scripts. The Utilities package is available from our Unity Downloads page, and as part of the Oculus Integration available from the Unity Asset Store here. OVR Utilities Plugin (OVRPlugin)The OVR Utilities Plugin (OVRPlugin) provides Rift and Android support to the Unity Editor. All Unity versions 5.1 and later ship with a bundled version of OVRPlugin that provides built-in support for Rift, Oculus Go, and Samsung Gear VR. Comodo dragon rar. Utilities versions 1.14 and later include the latest version of OVRPlugin. When you import Oculus Utilities for Unity into a project, if the OVRPlugin version included with the Utilities package is later than the version built into your Editor, a pop-up dialog will give you the option to automatically update it. Note that your project is updated, not your Editor - you may work with different projects using different versions of OVRPlugin with the same Editor. However, we always recommend using the latest available OVRPlugin version. If you decline to update OVRPlugin during the import process, you may update it later by selecting Tools > Oculus > Update OVR Utilities Plugin. If you update OVRPlugin using the Utilities package and later wish to roll back to the version included with the Editor for any reason, you may easily do so by selecting Tools > Oculus > Disable OVR Utilities Plugin. The update feature is currently not supported on OS X/macOS. Utilities for Unity ContentsThis guide offers a high-level description of contents of the Utilities package. VRThe contents of the VR folder in the Unity Integration are uniquely named and should be safe to import into an existing project. The OVR directory contains the following subdirectories:
PluginsThe Plugins folder contains the OVRGamepad.dll, which enables scripts to communicate with the Xbox gamepad on Windows (both 32 and 64-bit versions). This folder also contains the plugin for Mac OS: OVRGamepad.bundle. PrefabsThis section gives a general overview of the Prefabs provided by the Utilities package including OVRCameraRig, which provides an interface to OVRManager, and OVRPlayerController. Utilities for Unity provides prefabs in Assets/OVR/Prefabs:
To use, simply drag and drop one of the prefabs into your scene. OVRCameraRigOVRCameraRig is a custom VR camera that may be used to replace the regular Unity Camera in a scene. Drag an OVRCameraRig into your scene and you will be able to start viewing the scene. The primary benefit to using OVRCameraRig is that it provides access to OVRManager, which provides the main interface to the VR hardware. If you do not need such access, a standard Unity camera may be easily configured to add basic VR support; see Unity VR Support for more information. The tournament has tipped off and the march towards a national championship has begun. Follow the tournament with ESPN's unparalleled team of reporters and analysts as they break down every upset and chase down every storyline: NCAA Tournament Home Page. How does your bracket stack up with the best of the best? Espn tournament challenge. OVRCameraRig contains one Unity camera, the pose of which is controlled by head tracking; two “anchor” Game Objects for the left and right eyes; and one “tracking space” Game Object that allows you to fine-tune the relationship between the head tracking reference frame and your world. The rig is meant to be attached to a moving object, such as a character walking around, a car, a gun turret, et cetera. This replaces the conventional Camera. The following scripts (components) are attached to the OVRCameraRig prefab:
Learn more about the OVRCameraRig and OVRManager components in Unity Components. OVRPlayerControllerThe OVRPlayerController is the easiest way to start navigating a virtual environment. It is basically an OVRCameraRig prefab attached to a simple character controller. It includes a physics capsule, a movement system, a simple menu system with stereo rendering of text fields, and a cross-hair component. To use, drag the player controller into an environment and begin moving around using a gamepad, or a keyboard and mouse. One script (Components) is attached to the OVRPlayerController prefab:
OVRCubemapCaptureProbeThis prefab allows you to capture a static 360 screenshot of your application while it is running, either at a specified time after launch, when a specified key is pressed, or when the static function OVRCubemapCapture.TriggerCubemapCapture is called. For more information on this function, see our Unity Developer Reference. OVRCubemapCaptureProbe is based on OVR Screenshot (see Cubemap Screenshots for more information). Screenshots are taken from the perspective of your scene camera. They are written to a specified directory and may be either JPEG or PNG. File type is specified by the file extension entered in the Path Name field; default is PNG. Resolution is configurable. Basic Use Drag OVRCubemapCaptureProbe into the scene and set the parameters as desired in the Inspector view. Parameters
Unity ComponentsThis section gives a general overview of the Components provided by the Utilities package. OVRCameraRigOVRCameraRig is a Component that controls stereo rendering and head tracking. It maintains three child “anchor” Transforms at the poses of the left and right eyes, as well as a virtual “center” eye that is halfway between them. This Component is the main interface between Unity and the cameras. It is attached to a prefab that makes it easy to add comfortable VR support to a scene. Important: All camera control should be done through this component. You should understand this script when implementing your own camera control mechanism. Android and Rift Public Members
Game Object Structure
OVRManagerOVRManager is the main interface to the VR hardware. It is a singleton that exposes the Oculus SDK to Unity, and includes helper functions that use the stored Oculus variables to help configure camera behavior. This component is added to the OVRCameraRig prefab. It can be part of any application object. However, it should only be declared once, because it includes public members that allow for changing certain values in the Unity Inspector. If OVRManager is present in your scene, VR will be automatically enabled. OVRManager.cs contains the following public members:
Floating-point format eye buffersRift only. Requires Unity 5.6.1p1 or later and Utilities 1.15 or later. 8-bit sRGB framebuffers work well for non-VR apps. However, due to the light-locked nature of VR, when sRGB buffers are used in VR apps, the user’s eyes can adjust to the dark, allowing them to detect subtle differences in dark areas of the scene, including color banding artifacts. You may use OVRManager to submit floating-point format eye buffers to the Oculus runtime, which helps eliminate color banding in dark areas that might have been visible with 8-bit sRGB eye buffers. OVRManager supports two floating point formats:
To enable this feature, add Helper ClassesIn addition to the above components, your scripts can always access the HMD state via static members of OVRManager. For detailed information, see our Unity Scripting Reference.
Rift Recentering
If Recenter requests are passed to the Oculus C API. For a more detailed description of what happens subsequently, please see VR Focus Management in our PC SDK Developer Guide. Utilities
Game Object Structure
For more information on OVRInput, see OVRInput. Oculus Scripts and ScenesThe Utilities package includes scripts to assist with development and a handful of trivial scenes. A handful of rudimentary sample scenes are provided in Assets/OVR/Scenes. They illustrate simple implementations of basic components and may be useful for verifying that VR functionality is working properly. For much more detailed samples including scripts and assets that you may re-use in your own applications, see Unity Sample Framework.
Scripts for assisting with Android development are located in Assets/OVR/Scripts/. Scripts included in the folder that are not intended for developers to use are omitted from this list.
Simple scripts for assisting with Andoid development are located in Assets/OVR/Scripts/Util. Scripts included in the folder that are not intended for developers to use are omitted from this list.
See our Oculus Utilities for Unity Reference Manual for a more detailed look at these and other C# scripts. Undocumented scripts may be considered internal, and should generally never be modified. Ok so I am trying to restart the scene on R being pressed and for some reason, I am getting errors like, well in the unity console: 'unexpected symbol '}' ' and 'parsing error'. But then in Microsoft visual studio I'm getting '; expected'. Any ideas of what's wrong with the following code?
Casper PowellCasper Powell
2 AnswersYou must ask the scene manager to load the scene using LoadScene You were just retrieving the build index of the current scene. Also, about yourcompilling error, you have forgotten the semi-colon at the end of the line ;)
HelliumHellium
just close the window and restart unity application, simple as that
howtodoithowtodoit
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