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Room Scale VR with the HTC Vive

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November 17, 2015

Room Scale VR with the HTC Vive

Overview of what Room Scale VR means to developers with a quick intro to the SteamVR Plugin for Unity3d for developing for the HTC Vive including tips for developing offline (without a developer kit)

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dario

November 17, 2015
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  1. Room  Scale  VR  with  the  HTC  Vive   Dario  Laverde,

       Sr  Developer  Evangelist,  HTC   November  16,  2015  
  2. Why  Room  Scale?   -­‐    dramaHcally  adds  to  immersiveness

      -­‐  along  with  submillimeter  tracking  provides              presence     -­‐  provides  the  “aha”  moment  that  goes  beyond   HMD  specs    
  3. HTC  Vive  Specs   •   A  1,200  by  1,080  pixel

     screen  in  front  of  each   eye,  with  refresh  rates  of  90  frames  per   second  
  4. HTC  Vive  Specs   •   A  gyrosensor,  accelerometer,  and  laser

      posiHon  sensors  on  both  the  HMD  and   controllers  
  5. The  Lighthouse  System   •  Designed  by  Valve’s  Alan  Yates

     consisHng  of  2   base  staHons  (more  can  be  added)    
  6. Lighthouse  Tracking  System   earlier  camera  based  aWempts  by  Valve:

         (as  featured  at  a  Boston  VR  meetup  Jun  2014)        
  7. what  room  scale  doesn’t  mean   •  That  you  need

     a  15`  x  15`  (~4.5m  x  4.5m)  space   Developers  should  consider  3m  x  3m  as  well  as  2m  x  2m   Standing  and  seated  opHons  are  available   >15  `  technically  feasible  with  addiHonal  base  staHons   (not  supported  yet)  
  8. The  SDK  has  been  already  available   •  Valve’s  OpenVR

     SDK  is  the  basis  of  the   available  support  in  various  engines:        hWps://github.com/ValveSo`ware/openvr     •  Includes,  Unity3d,  Unreal  4.9+,  OSVR  and   many  more  (now  including  JMEVR*  as  well!)     *  JavaMonkeyEngineVR  
  9. Search  for  the  SteamVR  plugin   For  Unity3d  –  just

     search  on  the  assets  store!   Note:  develop  on  Win/Mac/Linux,  runs  only  on  Windows  
  10. and  Step  3.  Run….     •  assuming  you  have

     a  kit  and  the  Steam  client   installed  to  run  SteamVR’s  VRCompositor*         *  provides  chaperone  
  11. some  out  of  the  box  gotchas   •  models  provided

     under  the  steamvr  applicaHon  folder   under    ….  /SteamVR/resources/rendermodels     •  If  you  copy  it  to  your  assets  folder,  you  can  provide   offline  access  to  controller  objects  with  models     •  current  controller  model:   vr_controller_05_wireless_b     •  runHme  check  for  Vive  disables  controllers        
  12. Customizing  Controllers  in  Unity   •  SteamVR  scripts  automaHcally  set

     up  the   default  models  for  tracked  items  (this  includes   the  base  staHons)   •  So  you  can  add  to  the  model  or  replace  the   model  (at  least  change  the  color)   •  In  some  cases  it  may  make  sense  to  keep  the   default  models  for  the  controllers      
  13. Customizing  Controllers  in  Unity   •  allowing  offline  (and  Unity

     on  a  Mac)   development  requires  this  change  in   SteamVR_ControllerManager.cs  
  14. some  best  pracHces  for  Room-­‐Scale   •  FPS  (First  Person

     Shooter)  does  not  port  to  room-­‐scale   out  of  the  box  –  requires  rethinking  game  design!     •  Do  not  move  the  player    (head  bob,  stafing,  jumping,   foot  steps,  collisions…    etc.)   •  Allow  exploring  beyond  scene  borders     •  TransiHon  with  complete  fades   •  Be  innovaHve  with  teleporHng      
  15. Test,  test,  test   especially  teleporHng!     If  you

     don’t  have  a  lighthouse  tracking  system   try  other  posiHonal  tracking  alternaHves  –  e.g.   Project  Tango  Tablet     Borrow  a  HTC  Vive…  
  16. more  example  scenes   •  Hidden  sample  scenes  currently  include:

                       TestThrow              TextIK  (inverse  kinemaHcs)  
  17. Q&A   contact:    hWp://google.com/+DarioLaverde     new  blog:  hWps://medium.com/@dariony

          upcoming  tutorial:  Unity  for  Android  Developers  at  hWp://andevcon.com     also  check  out  hWp://meetup.com/nyc-­‐gdg