The approach we'll take depends on whether we're rendering an object in the world (like a screenspace decal volume) or a full-screen blit pass (like a post effect).
Object in World
float2 uv : TEXCOORD0;
float3 worldDirection : TEXCOORD1;
float4 screenPosition : TEXCOORD2;
float4 vertex : SV_POSITION;
There are examples of such effects you are talking about in many games. First, there is Depth of field, which makes object at a distance look blurred, just as if the camera is focusing on things only close to it, like in this example. You can explore more samples related to this in the DirectX SDK package- they have sample code there too. For OpenGL, you ...
Yes, OpenVR has events for this:
VREvent_TrackedDeviceUserInteractionStarted fires when the
devices transitions from Standby -> UserInteraction or Idle ->
UserInteraction. VREvent_TrackedDeviceUserInteractionEnded fires
when the devices transitions from UserInteraction_Timeout -> Idle
Additionally, you can poll the status of the headset with ...
When you say 'synthesis' do you mean pure analog/additive/FM synthesis from scratch, or would a sample-based approach be acceptable? If you can't use combinations of real-world audio samples then this is more complicated process. Trying to generate truly realistic sounds through synthesis isn't the standard way that most game/virtual instruments/sound ...
Virtual Reality: where the user is completely ‘immersed’ in a virtual environment. Nothing of the outside world is visible.
Augmented Reality: information is added to the real world by overlaying graphics over the real world the user sees.
Mixed Reality: a combination of the above where the user sees the real world, but virtual objects are placed in this ...
When someone leads you by your hand, your body can't rotate but your head can.
Separate the two interactions of rotating body and rotating head when it comes to the girl grabbing their hand. Make it a prompt for the player to look at the girl directly with both his body and head facing forward before this interaction can start.
Once they do this, lock ...
I think it's best not to force the players viewpoint to do anything. You'd make users disoriented at best and make them sick at worst.
Maybe trying to build some kind of cue similar to what FPS games do when you're taking damage from the side with a red flash on that side of the screen. I think that you could quite easily play on people's natural ...
Virtual Reality and Augmented Reality actually exist on a spectrum, so the definition between them can get blurry. The distinction right now is mostly driven by hardware.
The easiest factor to determine the difference today is immersion. How much of the user's experience is virtual content? At one end of the spectrum is an entirely virtual world. At the ...
I'm going to start by answering your second question, which has a more concrete answer.
Why can people get sick when playing on lower frame rates?
In the real world, when you turn your head one direction, objects move across your field of view in the other direction. Consider the drawing below. When the person turns their head to the left, the tree is ...
No, the user does not walk around while using VR. That would be extremely dangerous as your are effectively blind to your real-world surroundings. You could stub your toe on your coffee table, or fall off a cliff, depending where you are.
VR relies on some sort of stationary controller. Whether it be keyboard and mouse, PlayStation controller, or Kinect ...
So here is the answer for your different parts of questions(also for beginner VR developer with unity and HTC-Vive):
Instead of exporting your project into HTC Vive project you are required to import Free SteamVR Official Plugin into your project. After exporting the plugin, you can bring CameraRig prefab (from the prefab folder of the plugin) into you ...
Because the resolution is "bad".
I'm taking the Vive numbers and some numbers that are very rough estimates, they're pretty much identical to the Oculus Rift.
Each eye has a screen with a resolution of 1080x1200 and takes up more than a you can see without moving your eye. Your regular run of the mill monitor is 1920x1080 and takes up... let's say 2 ...
I wanted to drop a note here since I referred to this thread multiple times during my process of solving this issue. Linked is my Unity Forum post about this. My implementation differs quite a bit from @DMGregory to circumvent the issues unique to being in Single-Pass Stereo (SPS) VR.
In short there are a couple of issues that needed to be worked around:
According to Peter Patterson (XR Architect / Developer), Unity officially stands by the Consumer Technology Association definition of the terms which read as follows.
Virtual Reality creates a digital environment that replaces the users real-world environment.
Augmented Reality overlays digitally created content into the users real-world environment.
If you're okay with mesh colliders, take a look at this. The example describes a (primitive) version of what you want.
The next step would probably be to write a shader that takes three textures: a "rusty" version, a "clean" texture and a "splatmap" that stores where to apply which texture. Instead of the main texture, the script should paint into this ...
At the time of writing, the other C++ solution is no longer correct; there is now a dedicated function for this:
vr::ETrackedControllerRole role = GetControllerRoleForTrackedDeviceIndex(device_index);
where role is one of vr::TrackedControllerRole_Invalid, vr::TrackedControllerRole_LeftHand or vr::TrackedControllerRole_RightHand.
Conversely if you want ...
To enable VR for your game builds and the editor, set the “Virtual
Reality Supported” option in Player Settings.
This means you can activate it via the PlayerSettings either via the UI or via Script.
PlayerSettings.virtualRealitySupported = true;
Unity wrote a manual about VR in general.
I'd like to provide an updated version of @colourmath's solution for single pass stereo since unity has changed since then and you can use unity_StereoEyeIndex to your advantage. And since this thread is the easiest thing to find when searching for VR world position in post effect shader, I figured it would be good to help anyone searching for a solution. I ...
This is the obvious one. The graphical aspect of a monster is very important and should tell the player if an enemy is strong or not (in some cases you want to do the opposite effect but let's pass on this). You can play on different aspects such as :
The face : if he has big teeth, an angry look etc, it will indicate that he's not a really friendly ...
This isn't a matter of codecs and resolution, you just need to match the texture mapping onto the sphere geometry to the mapping used in the video format - in this case equirectangular.
Equirectangular mapping (also called latitude/longitude or spherical coordinates) is non-linear. That means normal UV mapping can only approximate it - quite badly at the ...
When clicking ✕ (close), your Unity app should get an escape key press notification & you should be able to handle it the same way as an actual key down event. For example, to quit, you would do this:
// close icon pressed, place appropriate code here
There was an ...
// Construct a scale vector to flatten our directions into the horizontal plane,
// so we only consider the yaw component of the rotation.
var horizontal = new Vector3(1, 0, 1);
// Find which way the eye is pointing in the parent's horizontal plane.
var eyeHeadingHorizontal = Vector3.Scale(eye.localRotation * Vector3.forward, horizontal);
// Find which way ...
This is, in a way, available from Google via their Google Maps Platform. The data provided by this platform is a combination of aerial, satellite and street view data.
I'm not sure how far down the thought process of your idea:
The cars, people and objects could be edited out and replaced with
digital copies if the same objects for that area
I'd recommend that you do not try to develop for a platform you cannot test on.
This is a recipe for a long, slow, and confusing development process, and a poor result with terrible experience for your players. You have so many other options for target platforms — with vastly greater market share — I don't see any good reason to put yourself in this ...
Yes, Foveated Rendering utilizes eye tracking to only render what the user is looking at in high detail. Everything else, can be rendered in lower detail.
While it's fairly obvious when looking at a screenshot like this, it's reportedly invisible to the user in VR.
The existing mainstream headsets don't include eye tracking (yet), but there are a few after-...
The main difference in concept is also the main difference from a software engineering perspective: AR needs a view of the real world, VR does not. Thus AR has the challenge of overlaying graphics onto a live view, while VR has the challenge of completely replacing the environment around the viewer.