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Newtonvr unity forum
Newtonvr unity forum






  1. Newtonvr unity forum code#
  2. Newtonvr unity forum plus#
  3. Newtonvr unity forum free#

The door is an example of an object with a hinge that has a static position but that you want to rotate by dragging a specific point. When you pick it up the system tries to rotate and position the gun in your hand, and keep it at that orientation. In the drawer there's a gun that has a configured NVRInteractableItem.InteractionPoint set to the handle. There's a tiny box on top that you can use to try and push over the stack of boxes to see the mass based system in action. There's some stacked boxes which have NVRInteractableItem components on them. The scene includes one of each of everything: NVRInteractableItem We've got everything scaled up by a factor of 10 because PhysX seems to work more reliably with larger colliders. This is not required, just recommended.Īfter you've got the project you can check out our example scene in NewtonVR/Example/NVRExampleScene. On windows, open a command line as administrator and use the following command to create a link: mklink /D c:\git\MyProject\Assets\NewtonVR c:\git\NewtonVR\Assets\NewtonVR The first parameter is the location you want to put NewtonVR and the second parameter is the location of your local NewtonVR repo. You can get the desktop github client here. I recommend you clone the repo locally and create a symbolic link to your project so you can get updates and merge changes cleanly.

newtonvr unity forum

The meat of the project is in the NewtonVR folder. We've included SteamVR so the project compiles and will try and keep the version updated. This mode can be used to press buttons on a control panel or push objects out of your way. If your controller is not hovering over an interactable object, and you hit the grip button, your controller becomes a physical object that you can use to interact with the world. Using the grip buttons to hold an item frees up other buttons on the Vive controller for items that are designed to be used while held (for example holding a gun and then pressing the trigger button to fire). But, if you use the system with the defaults, then pressing grip button(s) will let you pick something up and releasing it will drop (or throw) the item.

Newtonvr unity forum code#

One of the benefits of releasing the code with this system is that if you disagree you're welcome to change the mappings. We feel like the benefit gained by using the grip buttons outweighs the trouble users can have with them. I know this may sound sketchy, but in practice it's awesome.Ī hotly debated issue is whether or not to use the grip buttons to pick things up. Which means that in this mode they are no longer a one to one representation of your real world controllers. This lets you interact with the world as if your controllers were physical objects. We also give you the option to dynamically let the controllers turn into physical objects on a button press. We've created a few physical UI elements to help with basic configuration and menu type scenarios. Again, we let physics do the heavy lifting here, so items don't clip through walls or the ground while reorienting. This lets you pick up a box from any corner as well as pick up a gun and have it orient to the grip. But, if you have something you want to hold at a certain point, items can be setup to rotate and position themselves to match a predefined orientation.

newtonvr unity forum

For more information on this style of mass based interaction see this post by Nick Abel.īy default, items are configured to be picked up at any point. Held items interact with other rigidbodies naturally - taking mass into account.įor example, if you have two boxes of the same mass they can push each other equally, but a balloon, with considerably less mass, can't push a box. This means that items won't pass through other items (rigidbodies), or the environment (non-rigidbodies). Items never change their parent during this process and are never set to kinematic. Our system allows players to pick up, drop, throw, and use held objects.

Newtonvr unity forum free#

There are so many amazing experiences yet to be created for VR and we'd like to help accelerate their development by releasing our interaction system for other developers to use - free of charge (MIT license). This requires a new approach to object interaction.

Newtonvr unity forum plus#

But we're in VR now, we've got all three positional axes, plus rotation.

newtonvr unity forum

You've only got two axes of input to worry about. Using a mouse to move a box on a screen is a pretty straight forward process. Tomorrow Today Labs is working on an unannounced VR game for the HTC Vive in Unity and we've spent a lot of design and development time trying to find a method of interacting with objects that feels good to us.








Newtonvr unity forum