This course tackles the hot topic of "virtual reality". This tutorial is not a guide to implementing a specific game, it rather gives you the tools and knowledge to implement your own VR games. Unlike other courses about the oculus rift, this course does not stop after the setup. We take a look at the things that really matter for VR development. Without wasting time we quickly proceed with interesting and important topics that go beyond setting up a simple character to walk around in VR. Besides using the headtracking for shooting objects, we see how raycasting can be used to analyse and trigger functions at an object which is being looked at. Further topics are dealt with, such as user interfaces and more. Get a head start by taking this course.
This course tackles the hot topic of "virtual reality". This tutorial is not a guide to implementing a specific game, it rather gives you the tools and knowledge to implement your own VR games. Unlike other courses about the oculus rift, this course does not stop after the setup. We take a look at the things that really matter for VR development. Without wasting time we quickly proceed with interesting and important topics that go beyond setting up a simple character to walk around in VR. Besides using the headtracking for shooting objects, we see how raycasting can be used to analyse and trigger functions at an object which is being looked at. Further topics are dealt with, such as user interfaces and more. Get a head start by taking this course.
In the course, we take a look at different techniques that are crucial to VR development, such as:
-using the headtracking for aiming and shooting
-raycasts to analyse an object which is being looked at
-retrieve the world point, at which the player is looking to send a character there
-teleport the player to visit interesting sites of a model
-various controls for user interfaces (look based input and more)
The length of the course is about 1 hour, but as the course is rather dense, you will get much more content than you would expect from an hour long tutorial.
Gives an overview about the course's contents.
All preliminaries, such as where to go get unity and the oculus unity integration, are dealt with. We set up unity for use with the oculus rift. We take a brief look at how the camera reacts to the rift's movements, at how to use a character controller and finally at how to build our program to be able to deploy it to other people.
Learn how to use the headtracking of the oculus. Shoot objects to where the player is looking at. We retrieve the view's direction and instantiate a bullet with physics behaviour when clicking the mouse. Finally we see how to let the bullets emerge from a different position, such as a gun that the player carries around.
We use the character controller for an architectural walk-through. We also deal with exporting 3D models from the free to use sketchup make (and potentially other 3D modeling tools) into unity for proper use with the oculus rift. As a second part, we implement a simple teleport system to guide the user to the most interesting sites of a 3D model.
Again, we make use of the headtracking. This time we detect and select objects with the help of raycasts. We then trigger a function at the object which has been looked at. Getting this right will involve a little more programming than the previous examples. We will also discuss calling the function continuously in every update frame opposed to calling it only once everytime we look at a new object.
In this lesson you can learn how to control a character with the help of NavMeshes. We will be able to set the character's next destination by simply looking at a certain position in the world and pressing space. We observe the world from a bird's perspective. We will combine this with a simple camera movement system, so that every position could be reached.
Test yourself to see whether you have understood the contents of the course.
Gives and overview about this sections lessons. We also talk about what it is important for user interfaces when developing for a virtual reality environment.
In this lesson we will see how to make an on screen display that is always shown to the user. We will also see how to use world based user interfaces and put a bullet counter onto our gun from the previous aiming and shooting tutorial.
In this part, we will see how to make a screen based menu, a static world based menu as well as a menu that smoothly follows the direction in which the player is looking in.
Finally, we see how to use look based input for Unity's UI system. We replace the StandardInputModule which deals with keyboard, mouse and gamepad inputs by a VRInputModule written by ccs from the oculus forums.
A quick support video for Maryam Allahmoradi to explain how to trigger a UI action by looking at an element for a certain time.
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