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【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン

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講演者:ティモニー・ウェスト(Unity Technologies)

こんな人におすすめ
・UnityをVRスペース内で直接使うオーサリング環境を構築したい方
・VRスペース内オーサリングのデザイン手法に興味のある方
・VR機器を使ったツール開発に興味のある方

受講者が得られる知見
・EditorVRの各UI要素と、それらがどんな判断で今の形に設計されたのか、理論と背景
・VRエディターのUI要素をどのように改善していったか
・EditorVRの新機能をどんなプロセスでデザインしていったか

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【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン

  1. 1. Timoni West
 PrincipalDesigner,UnityLabs
  2. 2. DesigningEditorVR:
 LessonsLearned
  3. 3. EditorVR • Open-source package you add to your project • Extensible; you can add functionality to it • Runs in edit mode, so your changes are saved • Available for Vive or Rift • Requires controllers and a PC • Just updated to Unity 5.6, but requires a custom build until our input system is finished
  4. 4. Key hurdles • Creating inside Unity in Edit Mode • Designing a robust creation tool • Key UI + UX pain points
  5. 5. Creating inside Unity in Edit Mode • Unity itself does not run in realtime, but we need to render the scene view in realtime. • Can’t use the GPU to select objects. • Can’t use onCollision to select objects in a scene; no physics in edit mode.
  6. 6. Creating inside Unity in Edit Mode • Can’t edit the user’s scene (so can’t add colliders). • Can’t scale the world; have to scale the user.
  7. 7. Creating inside Unity in Edit Mode • Miniworld is a re-render of the scene from a different perspective, preserving the existing z- buffer. • Play mode is very different in VR; it takes up all of the input.
  8. 8. Key hurdles • Creating inside Unity in Edit Mode • Designing a robust creation tool • Key UI + UX pain points
  9. 9. What is a robust tool? • Work for every type of scene. • UI shows up on any kind of color scheme and lighting scheme. • Must work consistently across controller types. • Works with any scale of asset. • Does not limit the developer.
  10. 10. Designing a robust creation tool • Render queues
  11. 11. Designing a robust creation tool • Render queues: 9000+. • Gizmo interaction: different than 2D. • Anisotropic filtering is needed for everything. • Keyboard inputs: brand new.
  12. 12. Key hurdles • Creating inside Unity in Edit Mode • Designing a robust creation tool • Key UI + UX pain points
  13. 13. Key UI + UX pain points • Introducing the concept of tools • Tool switching.
  14. 14. Key UI + UX pain points • Introducing the concept of tools. • Tool switching: how to teach people? • Gestures: mentally & computationally taxing. • UI: HUDs are terrible. Want it accessible but not in the way. • Periphery is not useful for many interactions.
  15. 15. Key UI + UX pain points • Animations seem gratuitous, but are necessary. • Users really don’t see things. • Show what’s going to happen, what is happening, and what just happened. • Show as much of the controller’s real buttons in your model as you can.
  16. 16. Object interaction • Ultimate freedom is not so great. Use rotation constraints.
  17. 17. Object interaction • Ultimate freedom is not so great. Use rotation constraints. • User want to interact with all objects, even if they’re blocked. • But not in the same way: close objects should be more responsive, and far objects should be more forgiving.
  18. 18. Other surprises • Locomotion: fast, precise, won’t make you sick: pick two. • Sounds need to be predicted. • Double-clicks need to be slower. • Users don’t know if they’re inside a large object. • Must filter controller noise from user movement more than the tracking system.
  19. 19. How to start playing around with EVR • Have a Vive or Rift • Recommend a 1080 or higher • https://github.com/Unity-Technologies/EditorVR/ • http://rebrand.ly/EditorVR-build • Put package in project • Window > EditorVR
  20. 20. Add GDC video
  21. 21. Thank you!

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