4. 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
7. 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.
8. 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.
9.
10.
11. 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.
13. 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.
18. Key UI + UX pain points
• Introducing the concept of tools
• Tool switching.
19.
20.
21. 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.
22.
23. 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.
27. 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.
28. 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.
29. 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