How do you make a unity3D game who support both HTC-Vive headset and mouse controller?
I'm developing a small VR demo for an event with a team, for the controller HTC Vive (steam)
the issue is, we have only one headset for eleven people.
a solution would be to be able to use the mouse instead of the head.
GoogleVR allow to do it(when you press Alt in dev mode), but it don't work with Vive.
Any idea of how and why?
Any plugin who support both, vive and the mouse/waspd?
Well, you can make control with mouse like in first person games. Track your mouse movement and rotate your 'VR' camera.
Related
I have been following Justin P Barnett's Unity VR tutorial using an Oculus Quest 2 (https://www.youtube.com/watch?v=yxMzAw2Sg5w) and have reached timestamp 14:32. Although I can move the headset around and view my world, I am unable to control the red lines that should be raycasting from my controllers (as it appears in the video). The lines are instead just coming straight out of the floor. How can I fix this? Thanks so much for your help!
I'm working in unity(2018) and building for the HTC Vive VR headset. I had an idea to use the small camera on the front of the headset to make an AR system, as in run the video from the headsets camera to the headset view to then be able to overlap things from a unity environment. But unfortunately, I can't seem to find any examples of others doing this (other than the Tron blue outline system that the Vive comes with) though perhaps I'm not looking with the right keywords.
If anyone has seen something like this or know if it can be done I'd greatly appreciate it.
It is registered as a standard WebCam, so you should be able to use Unitys WebCamTexture.
But the resolution of the cameras is very low.
I am working on the Oculus project, The player character for my simulation in Unity. in which I have firstperson controller, I have created game object of player in which I put FPCamera as a child and character's body.
Issue: When I attach my oculus camera it detached from the body and with the Oculus headset movement, FPcamera act as a separate view from the body. the body does not rotate and remain static even though FPcamera is moving according to the headset. However it works fine if I disable oculus and move the character with the mouse, I can see my body and move left right everything with all animations.
I have the following link for the oculus controllers integrations in my project
https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022 (Oculus integration)
here is a link which I have to achieve for my project, my FirstPerson should be like this in Oculus. you can see that the movement is with accuracy according to its headset movements
https://www.youtube.com/watch?v=7GpxsI-Tag
Note: I am using Unity 2017, there is no crash report in the project
First of all send the correct link for the video please.
When i create a new scene and I want to implementate the oculus player,cameras and hands I make this:
Find "OVRplayercontroller" prefab and drag to the scene
Find "CustomHandLeft" and "CustomHandRight" and drag to the scene
Go to the child object in OVRplayercontroller>OVRcameraRig>TrackingSpace
Then selec the 2 hands
And drag the TrackingSpace object to the "Parent transform" property in the OVRGrabber script in the 2 hands
Hope it helps you
You can use "OVRPlayercontroler"
I need to have multiple cameras in a Unity3d scene. However every time i create a camera, SteamVR automatically overrides it so that it is moving with the helmet. I simply need a normal camera without steamVR taking over it. How can that be done?
Note, assuming Unity here:
Simply, don't make it the main camera. You can also disable VR support in project player settings and use the SteamVR plugin's CameraRig.
When I add an OVRPlayerController into a Unity3d scene and build and run the scene for the GearVR the built-in touchpad spins the camera around the vertical axis, which is redundant with head tracking. What do I need to change so that the touchpad instead allows the camera to move forward and backward, as if walking? Is there a thorough tutorial?
The Oculus SDK 0.4.3 comes with the support for the GearVR Samsung GamePad.
All you need to do:
import the SDK.
overwrite the projectsettings folder of your project with the one that comes with the SDK.
add the overplayercontroller to your scene.
add a gameobject below the overplayercontroller e.g. plane, quad... this will act like the ground (keep the player from falling)
add a collider to the gameobject e.g. mesh collider
then once you run it you will see that you can move around using the gamepad as well as turning the came around the vertical axis...
basically use any first person shooter tutorial for Unity3D and because the Oculus SDK comes with support for the gamepad you can quickly do this...
this link might help
https://www.youtube.com/watch?v=mbm9lPB5GPw