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Create Your First VR Educational
App
Pablo Farias Navarro
Founder / CEO https://zenva.com
Journey
Unity Basics VR Build Projects
Journey
● VR Basics (camera, controllers)
● Interactive world
● Starter apps
● Case study: Zenva Sky
XR Camera Rig
XR Camera Rig
⭕
XR Camera Rig
⭕
Floor Offset
XR Camera Rig
⭕
Stationary experience
Floor Offset
XR Camera Rig
⭕
Stationary experience
Floor Offset
XR Camera Rig
⭕
Room-scale experiences
Tracked Pose Driver Component
Camera (Head): Hands:
Setting the floor height
SetCorrectCameraHeight.cs
From the Template
Lightweight Render Pipeline VR
Journey
● ✓ VR Basics (camera, controllers)
● Interactive world
● Starter apps
● Case study: Zenva Sky
“Point and select” interaction
Interactive Object
“Laser pointer”
Controller
Using the gaze instead of controllers
Interactive Object
Reticle
What we need
● Interactive objects
● Interactive controller
○ Laser pointer
Button mapping
Input Manager
Journey
● ✓ VR Basics (camera, controllers)
● ✓ Interactive world
● Starter apps
● Case study: Zenva Sky
Data visualization example
Journey
● ✓ VR Basics (camera, controllers)
● ✓ Interactive world
● ✓ Starter apps
● Case study: Zenva Sky
Zenva Sky
Summary
● Hello World app is key
● VR tracking and interaction basics
● Start with something small
● Experiment and explore!
Thank You
Presentation assets:
https://zenva.com/UniteIndia2018

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Create Your First VR Educational App with Unity

Editor's Notes

  1. In Unity, a camera is a device that captures and displays the game world to the user. But the way you work with cameras in VR is different to that of normal 3D games and applications, so that is the first thing I want to address. In a non-VR game you view the game world through the screen of your computer, if the player moves and/or rotates the computer, the content of the screen doesn't change. If they want to look around in such a game, they have to use the mouse or keyboard to rotate the camera. Also, there will be times when they are not in control, for example in a cut scene, where the camera might show the action from different angles. VR apps work differently. The game world is seen through your HMD. The user can look around, which will in turn rotate or translate the camera in the virtual world. The rotation of the camera is read directly from the headset.
  2. If you have say a dialog between two characters, in a non-VR game you can show the character who is talking. On a VR experience it's up to the player where they want to look at. In real life it would be quite invasive if someone forced your head to look at a certain direction. The same applies to VR. If you try to force a camera rotation onto your users they will most likely abandon your app instantly. The same thing applies for hand-controllers
  3. This brings us to the concept of XR camera rig, which is how we represent the user in VR Think of the camera rig as the body of the player. In real life if you hop on a vehicle, the vehicle moves your whole body, it doesn’t move your head or your hands. If the vehicle rotates, it will rotate your whole body. That is the approach we take when we are developing for VR and AR What we’ll do now is go to Unity so that I can show you how you can get started
  4. Create a new project using the template VR Lightweight RP (Preview). This will allow us to utilize the new Lightweight Render Pipeline, which provides better performance for VR applications. The template will also include a script we’ll be using.
  5. We are now able to position ourselves in a virtual world, but how can we make it interactive? There are many different ways in which people can interact with a VR environment. Some of them resemble how we interact with physical objects in real life, whilst some others are much more abstract. The methods of interaction that are available to you as a developer will depend on the hardware you are using and it's tracking capabilities. Pointing at objects and pressing a button is one of the most common and simplest forms of interaction, as it works on even the most limited headsets. The analogy here is that of hovering the mouse over something. 6-DOF controllers allow for interactions more akin to those of real life: touching, grabbing, carrying, pulling, pushing. The list of verbs goes on and on. What we’ll do now is develop a simple system to interact with objects in VR
  6. We are gonna start creating the interactable class, this is the end result We will have 3 events, one when we bring our laser pointer over the object, one when we move it out, and one with we are pointing at it and press a button