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Mobile VR
Dan Miller
XR Evangelist
The current ecosystem
- New requirements, more portability
Getting started in Unity
- Lightweight Render pipeline on Mobile
- PPv2
Controller Integration and Input
Controller interaction and examples
Future considerations & Extra Tips
Overview
Mobile VR
Current ecosystem
Mobile VR
New players
72 Hz
75 Hz
60 Hz
60 Hz
Run for 30 mins
Run for 45 mins
Getting started with LWRP for VR
2018.1 template via the Hub
Transform Hierarchy for generic VR
- Top level transform for moving
- Both hands setup
Things to note
- Post processing v2 is current disabled in LW RP (patch in flight)
- Hand transforms (Tracked Pose Driver) have no visual representation
- MSAA must be disabled in order to render properly
LWRP VR - Performance Benchmarks
Benchmarks against Built In renderer (legacy)
Nightmare scene
Built in LWRP LWRP + OVR
46 FPS 60FPS 72 FPS
Benefits
- Performance!
- Has a new batcher that reduces setup cost for each draw call
- Shades light in single pass decreasing the overdraw and amount of drawcalls
- Only performs a depth prepass when using Cascade shadows
LWRP Things to consider
Benefits
- Shader graph compatibility
- Rendering is open source, add or modify it to your will!
- Future proof
Limitations
- Post processing v2 is current disabled in LW RP (patch in flight)
- Limited number of lights, 4 point lights, 1 direction
- Only one shadow casting light (directional)
- No MSAA (currently)
- Old assets built in legacy render are ‘broken’
Post Processing Stack v2
Most up to date version on github https://github.com/Unity-Technologies/PostProcessing
Also available, on the asset store and via Package Manager ( 2018.1+ )
Current Support
Legacy Renderer:
- Multi-pass OK
- Single-pass OK
- Single-pass Instanced currently unsupported
LWRP:
- Currently unsupported (patch in flight)
HDRP:
- Does not support VR
Post Processing Stack v2
Works in VR
- Color Correction
- Bloom
- Vignette
- Auto Exposure
- Ambient occlusion
- Chromatic Aberration
Works in VR but Maybe not a great idea
- Depth of Field
- Grain
Doesn’t work
- Motion blur
- Screen space reflections
Controllers
Oculus Daydream
Controllers
Oculus Daydream
Unity Integration
Unity Integration
Unity Integration - Gear VR, Oculus Go
Oculus Utilities
● Gear VR and Oculus Go Controller Model
● OVR Lint Tool
● Controller Prefab and Camera Rig
● Example Scenes
● Editor Camera Emulation
Unity Integration - Google VR
https://github.com/googlevr/gvr-unity-sdk/releases
Google VR SDK
● Daydream Controller Model
● Example scenes
○ Keyboard
○ UI scrolling
○ Video
● Mobile optimized VR Shaders
● Laser Pointer
● Spatialized Audio System
Controller Input
OVR Input
● Wraps Unity’s built in input system
● Query Buttons with
○ Get()
○ GetDown()
○ GetUp()
● Built in swiping gesture utilities for touchpad
○ Up, Down, Left, Right
● Be weary of custom input axis and the positive escape button
OVR Input mappings
OVRInput.Button.Back
OVRInput.Button.PrimaryTouchpad
OVRInput.Touch.PrimaryTouchpad
OVRInput.Axis2D.PrimaryTouchpad
Swipes
OVRInput.Button.DpadLeft
OVRInput.Button.DpadRight
OVRInput.Button.DpadUp
OVRInput.Button.DpadDown
OVRInput.Button.PrimaryIndexTrigger
Google VR Input - Daydream
Static reference to GvrControllerInput class
● Query Button states from static bools
○ GvrControllerInput.AppButton
○ GvrControllerInput.AppButtonDown
○ GvrControllerInput.AppButtonUp
● Can query Gyroscope and Accelerometer
○ GvrControllerInput.Accel
○ GvrControllerInput.Gyro
GVR Input mappings - Daydream
GvrControllerInput.AppButton
GvrControllerInput.IsTouching
GvrControllerInput.TouchDown
GvrControllerInput.TouchPos
GvrControllerInput.HomeButtonDownG
vrControllerInput.Recentered
Multiplatform
○ Touchpad values are NOT the same (OVR has swipes)
Daydream Gear VR
Controller Interactions
Mobile Controllers are 3-DOF
Keyturn Interaction
Keyturn Interaction
Keyturn Interaction
MAX_ROT = 115
Catching bugs
○ Unitychan spring bone 2.0
○ https://github.com/unity3d-jp/UnityChanSpringBone
Tuning Settings for Mobile
https://developer.oculus.com/blog/tech-note-unity-settings-for-mobile-vr/
Texture Compression
Players settings
Audio
Daydream Elements
Checkout Daydream Elements
https://github.com/googlevr/daydream-elements
Google Instant preview
Debug, run and test your application in editor
HMD rotation Driven from mobile device
Adjust Default Camera
Change near clip plane of Camera from 0.3 to 0.1 if using GearVRRig change
CenterEyeAnchor
VR is about Performance
ECS is performance by default
Take advantage of the hardware
you’re running on!
Perfect fit for VR
Thank you!
Dan Miller
XR Evangelist
DanielMi@unity3d.com
@DanMillerDev

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