From 360 video to Virtual world - virtual-reality

IS it possible to convert a 360 video into a VR World ? Let's say i take a 360 video of my room, convert it into a 360 VR world and user with a headset can click on a chair in my room to know the details ?

One way to accomplish this is when you put the 360 degree picture or video of your room, place GameObjects in the line of sight from the camera towards the object outside the sphere on which the photo/ video is playing. Then attach all the interactions you want on those game objects so that when your raycaster interact with the GameObjects your desired functions get done, like for example the details appear on another canvas which is just above your chair. Look at the attached picture, I've placed the red sphere which is my gameObject used as an event trigger to perform a change scene function when a user looks at an object in the video which is exactly in the line of sight of camera to red sphere.

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How to extract Tiles position to check with player`s position?

I would like to create a script (2D game)which can detect Player collision with tile from Tilemap named "Middle" and slow player. Problem is I dont know how to extract Tiles position from Tilemap in c# script.
Can i check that Player position and Tiles positions?
I would just make a trigger that encompasses the region that you want to slow player on and have one method in the player move script that lowers the player move speed and is called on entering the trigger and one that increases the player move speed and is called when exiting the trigger instead of positioning. I would also look into terrain and how you might use it with tile maps

NavMesh surface does not work for all orientations

Unity has video tutorials about this where it claims to simply add NavMeshSurface component to an object and rotate the object to any orientation to get behaviors like walking on walls, etc.
However, this does not work for all orientations. Here is what happens when I try it out for a random surface. Note that I have a script that rebakes the NavMesh for every left mouse button click.
if(Input.GetMouseButtonDown(0))
surface.BuildNavMesh();
Link to view my video
I have a scene in HoloLens2 where walls are generated at runtime and I want a spider to walk on them. So naturally, I want NavMeshes to get generated on walls irrespective of their orientation. Please help.
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How to dynamically position camera above centre of board game - Unity3d

I am writing a mobile game that dynamically generates 3d items on a canvas.
However, I am struggling with 2 things:
Have the underlying plane scale to fit the size of the screen
Shift the camera so that it moves directly above the plane and looks down at the objects.
Therefore, changing the scene from something like this:
To something like this:
I have been going through the camera tutorials, but they mostly are for '3d games' and not for a camera that looks down from above, flattening the 3d space. I need to use 3d cubes because the game rotates them during play.
Would appreciate some tips on what material to look at!

How to create third person camera with lock on ability. Similar to Rocket League - Unity

I currently have a camera setup with the camera being the child of the car so that the camera is a constantly moving with the car. I have the ball set as the target and the camera is locked onto the ball using transform.LookAt(target.transform);. However, when the car turns, it leaves the cameras sight and the camera continues to look at the target object. An example of the problem I'm having can be found here:
And here:
The camera moves in between the car and the target object, but I need some sort of rotation to keep the car between the camera and the target object. Thanks in advance for your help.

Camera rendering culling mask and depth

In the 2D game I have 2 orthographic cameras and two game objects, one behind another.
Near game objects have transparent sprites so we can see the back game object.
The near game object's depth is 0 and the other one's is -1. I want my first camera to render the near scene and another camera to render the back game object. The first camera follows the character so I want the second camera to follow him slowly and to show nice graphics.
The game object that you only want visible to one camera should be put in it's own layer. Then you can use its camera's culling mask to only see that layer (Or lets say that layer and the background layer).
Then for the camera that should never see the object, uncheck the object's layer.
Here is a video on the subject here from Pluralsite on Youtube.