This week’s video we are taking a look at how you can build a Pool / Billards game for the Vive. This is based off of SportsBar VR (formerly Pool Nation). Surprisingly (or maybe unsurprisingly) when you use two hands to hold the stick, it feel pretty realistic. To avoid setting everything up, we will be using this github repo as a base and then adding all the fun VR interactions on top of it:
This week we have a short video on how to properly load levels in Unity with SteamVR. You will need to use the SteamVR_LoadLevel.cs script and provide it parameters for the fade and skybox. It definitely beats using just Unity’s LoadLevel, so make sure to check it out.
Today, we decided to have a little fun and a take a look at building a Virtual Desktop. In my opinion, this will be one of the BEST USE CASES of VR in the future, as you will have the ability to virtualize an infinite number of screens, which just infinitely helps with productivity. Of course, we will need high screen resolutions but the idea is very compelling for usage outside of gaming.
We will be using this asset as a base and then building an environment from here. To start, we will add SteamVR Keyboard support, but beyond that we want viewers to drive what exactly they want to see get built:
Happy New Year Everyone! What better way to celebrate than to play with Unity’s Editor VR. As of recording this video, it is still very experimental but it does hold a lot of promise and is a great proof of concept. Cannot wait to see how it unfolds into 2017 and let us know if you would like to see more streams with it.
Today we have an great tutorial lead by Hassan on how to build for AFrame, so that you can target multiple devices. We will be using the Vive as our target platform but the code should work with other headsets as well, provided you do all the necessary setup. AFrame is still a very experimental platform to develop for so a lot of things are changing, but if you are intersted, hopefully this video helps you get started.
We will be taking a project I found on Github and using that to make it work with the Vive. As such,we will touch A LOT of shader programming and talk a little about the difference between GPU and CPU programming.
Taking a request from our website on how to build a selfie stick. This is a quick prototype we put together but it works really well. You want to add some couroutine break points to avoid dropping frames, but other than that you will get a VR selfie.
This week we will be taking a look at how you can emulate Xortex by having a space ship attached to your hands. We will be using a space theme where instead of shooting robots, we will be shooting asteroids. We’ll go over customizing Particle Effects for the laser, writing code to grab and drop an object, and destroying asteroids. Andre Le, who has worked on foovr and HVR, will also be joining us later in the stream to talk about his work in VR and motion sickness. Should be a blast!
This week we will be taking a look at a technique that isn’t often used in VR games, which is detecting when an enemy is in your line of sight. And obviously what better way to show case that ability than by building a game based around the legendary Medusa. We will be showing how to detect when Medusa will be rendered on screen, if there is an object between you and Medusa, and using shield / mirror to avoid looking her straight in the eye. This stream will be led primarily by Hassan, who you may have talked in previous stream chats and has been helping me out the past several weeks.
This tutorial is short but SUPER IMPORTANT for VR development. We will be looking at using the Cardboard Audio SDK, which has Binaural Audio and an HRTF function built in. Since it was designed for Cardboard, it is already pretty optimized and the effect is pretty stunning. Hope to see more people use this SDK. Make sure to put on some headphones!