basic vr development tutorial integrating oculus rift and razer hydra

Download Basic VR Development Tutorial Integrating Oculus Rift and Razer Hydra

Post on 24-Jan-2015

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Basic VR tutorial on re-making the first scene in Super Mario 64 in Unity 3D integrating the Oculus Rift and Razer Hydra to control Mario and interact with objects. Presentation includes step-by-step instructions, screenshots and source code in C#. Also I forgot to share the code for the GrabObject script, but you can find it here: https://github.com/chrisjz/sm64vr/blob/b5c43072d237c12ff0112fc2ef293031f69a9243/Assets/Objects/Scripts/GrabObject.cs Here's the source code for the game mentioned in this tutorial: https://github.com/chrisjz/sm64vr This tutorial was presented at the Sydney Virtual Reality meetup in June 2014.

TRANSCRIPT

  • 1. Re-making a Classic in VR Chris Zaharia @chrisjz #SydVR

2. Project Engine - Unity 3D (v4.5) View + head tracking - Oculus Rift DK1 Hand tracking - Razer Hydra C# Language Re-create game up to first mission in first world 3. To Do Integrate Rift with player Integrate Razer Hydra with players hands Player avatar Player movement Hand interaction with objects 4. Setup World Start a new project Create a scene Import or create an environment Create a Directional Light to light up the environment 5. Create Player & Integrate Rift Create a GameObject called Player Attach the component Character Controller Attach the scripts Character Motor and FPSInput Controller Attach OVRCameraController prefab as child of Player GameObject In script FPSInput Controller set Ovr Camera variable as CameraRight Drag OVRCameraController behind player 6. FPSInputController.cs using UnityEngine; using System.Collections; // Require a character controller to be attached to the same game object [RequireComponent(typeof(CharacterMotor))] [AddComponentMenu("Character/FPS Input Controller")] public class FPSInputController : MonoBehaviour { public GameObject ovrCamera; private CharacterMotor motor; private bool inputEnabled; // If input is enabled/disabled // Use this for initialization void Awake (){ motor = GetComponent(); } void Start() { inputEnabled = true; } 7. FPSInputController.cs (2) // Update is called once per frame void Update (){ // Get the input vector from keyboard or analog stick Vector3 directionVector= new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); motor.inputJump = Input.GetButton ("Jump"); // Play jumping audio clips if (initialJumpAudioClips.Length > 0 && motor.inputJump && motor.grounded && !audio.isPlaying) { audio.clip = initialJumpAudioClips[Random.Range(0, initialJumpAudioClips.Length)]; audio.Play(); } if (directionVector != Vector3.zero) { // Get the length of the directon vector and then normalize it // Dividing by the length is cheaper than normalizing when we already have the length anyway float directionLength= directionVector.magnitude; directionVector = directionVector / directionLength; 8. FPSInputController.cs (3) // Make sure the length is no bigger than 1 directionLength = Mathf.Min(1, directionLength); // Make the input vector more sensitive towards the extremes and less sensitive in the middle // This makes it easier to control slow speeds when using analog sticks directionLength = directionLength * directionLength; // Multiply the normalized direction vector by the modified length directionVector = directionVector * directionLength; } // Apply the direction to the CharacterMotor motor.inputMoveDirection = ovrCamera.transform.rotation * directionVector; } public void SetInputEnabled (bool status) { inputEnabled = status; } } 9. Attach avatar to player Place player 3D model as child of Player object and name it Avatar Move the OVR camera object behind the model Make the models head rotate with the Rifts head tracker by moving the head model inside the CameraRight object 10. Hydra Integration for Hands Import Sixense Unity plugin for Razer integration Create GameObject Hands as child of OVRCameraController Place SixenseInput prefab as child of OVRCamera Controller 11. Hydra Integration for Hands Create GameObjects Left Hand + Right Hand as children of Hands Place the players hand models within each of those 2 hand objects respectively Attach script SixenseHandController to each hand GameObject Set the Hand variable to either LEFT or RIGHT, as appropriate 12. Control Player using Hydra Modify FPSInputController script to map Hydras left joystick and a button to moving and jumping Create PlayerLook script in project to handle looking in environment Create HydraLook script to map Hydras right joystick to looking, inheriting PlayerLook class in its script 13. FPSInputController.cs void Start() { IgnorePlayerColliders (); inputEnabled = true; } // Update is called once per frame void Update (){ // Get the input vector from keyboard or analog stick Vector3 directionVector= new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")); // Get the input vector from hydra SixenseInput.Controller hydraLeftController = SixenseInput.GetController (SixenseHands.LEFT); SixenseInput.Controller hydraRightController = SixenseInput.GetController (SixenseHands.RIGHT); if (hydraLeftController != null) { directionVector= new Vector3(hydraLeftController.JoystickX, 0, hydraLeftController.JoystickY); } if (hydraRightController != null) { motor.inputJump = hydraRightController.GetButton (SixenseButtons.BUMPER); } else { motor.inputJump = Input.GetButton ("Jump"); } 14. FPSInputController.cs (2) } // Prevent colliders on player from colliding with each other i.e. hand colliders with body collider void IgnorePlayerColliders () { Collider[] cols = GetComponentsInChildren(); foreach (Collider col in cols) { if (col != collider) { Physics.IgnoreCollision(col, collider); } } } } 15. PlayerLook.cs using UnityEngine; using System.Collections; /// PlayerLook rotates the transform based on the input device's delta. /// Minimum and Maximum values can be used to constrain the possible rotation. /// Based on Unity's MouseLook script. [AddComponentMenu("Camera-Control/Player Look")] public class PlayerLook : MonoBehaviour { public enum RotationAxes { XAndY = 0, X = 1, Y = 2 } public RotationAxes axes = RotationAxes.XAndY; public float sensitivityX = 15F; public float sensitivityY = 15F; public float minimumX = -360F; public float maximumX = 360F; public float minimumY = -60F; public float maximumY = 60F; protected float rotationY = 0F; 16. PlayerLook.cs (2) protected float axisX, axisY; void Start () { // Make the rigid body not change rotation if (rigidbody) rigidbody.freezeRotation = true; } protected virtual void Update () { if (axes == RotationAxes.XAndY) { float rotationX = transform.localEulerAngles.y + axisX * sensitivityX; rotationY += axisY * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, rotationX, 0); } else if (axes == RotationAxes.X) { transform.Rotate(0, axisX * sensitivityX, 0); } 17. PlayerLook.cs (3) else { rotationY += axisY * sensitivityY; rotationY = Mathf.Clamp (rotationY, minimumY, maximumY); transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0); } } } 18. HydraLook.cs using UnityEngine; using System.Collections; public class HydraLook : PlayerLook { protected override void Update () { // Get the input vector from hydra SixenseInput.Controller hydraRightController = SixenseInput.GetController (SixenseHands.RIGHT); if (hydraRightController != null) { axisX = hydraRightController.JoystickX; axisY = hydraRightController.JoystickY; } base.Update (); } } 19. Hand Interactions using Hydra Attach invisible rectangles to each hand to use as colliders for hands Name the objects LeftHandCollider and RightHandCollider respectively Modify the SixenseHandController with functions to grab objects and throw based on hand velocity Tag any grabbable objects with Grabbable and give them a rigidbody for physics 20. SixenseHandController.cs public class SixenseHandController : SixenseObjectController { public float minGrabDistance = 1.0f; // Grabbable object must be within this distance from hand colliders to be picked up public float throwForce = 30.0f; // Force multiplyer for throwing objects private bool isHoldingObject = false; private GameObject closestObject = null; private GrabObject grabObject; // Script attached to grabbed object with grappling data on that object private float handVelocity; private Vector3 handVector; private Vector3 handPrevious; 21. SixenseHandController.cs (2) protected override void UpdateObject( SixenseInput.Controller controller ) { if ( controller.Enabled ) { // Animation update UpdateAnimationInput( controller ); // Action update UpdateActionInput ( controller ); } base.UpdateObject(controller); } 22. SixenseHandController.cs (3) protected void UpdateActionInput( SixenseInput.Controller controller) { Vector3 currentPosition = new Vector3(); Quaternion currentRotation = new Quaternion(); Velocity(); if (isHoldingObject && !controller.GetButton(SixenseButtons.TRIGGER)) { Throw(); isHoldingObject = false; } if (Hand == SixenseHands.LEFT) { currentPosition = GameObject.Find("LeftHandCollider").transform.position; currentRotation = GameObject.Find("LeftHandCollider").transform.rotation; } if (Hand == SixenseHands.RIGHT) { currentPosition = GameObject.Find("RightHandCollider").transform.position; currentRotation = GameObject.Find("RightHandCollider").transform.rotation; } 23. SixenseHandController.cs (4) if (!isHoldingObject) { foreach (GameObject o in GameObject.FindGameObjectsWithTag ("Grabbable")) { float dist = Vector3.Distance(o.transform.position, currentPosition); if (dist < minGrabDistance) { closestObject = o; } } } 24. SixenseHandController.cs (5) if (closestObject != null && Vector3.Distance(closestObject.transform.position, currentPosition) < minGrabDistance && controller.GetButton(SixenseButtons.TRIGGER)) { if (closestObject.rigidbody && closestObject.rigidbody.isKinematic) { return; } grabObject = closestObject.GetComponent(); if (grabObject && grabObject.isEnabled) { closestObject.transform.position = currentPosition + grabObject.GetPosition(Hand); closestObject.transform.rotation = currentRotation * Quaternion.Euler(grabObject.GetRotation(Hand)); } else { closestObject.transform.position = currentPosition; closestObject.transform.rotation = currentRotation; } isHoldingObject = true; } } 25. SixenseHandController.cs (6) // Calculate velocity of hand protected void Velocity () { if (Time.deltaTime != 0) { handVector = (transform.position - handPr