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Architecture

Hung Nguyen edited this page Oct 20, 2018 · 25 revisions

Architecture

We are creating a Unity 3D Application and will use a First Person Prefab from the Oculus SDK that will be the main application controller.

Diagram of Application

Oculus Development Functions

Controller Functions

OVRInput.GetLocalControllerPosition()
OVRInput.GetLocalControllerRotation()
OVRInput.IsControllerConnected()
OVRInput.Get()
OVRInput.getUp()
OVRInput.getDown()
OVRInput.RecenterController()
Input.GetAxis()

  • Movement/Teleport will be used with the Controller-input where whenever a GameObject is selected then it will teleport the player to the location.

Camera Functions

OVRManager.display.RecenterPose()

  • For the headset, we will use the OVRCameraRig prefab, which will contain the scripts OVRCameraRig.cs, OVRManager.cs.
  • Audio Component will be added with files and through the Unity platform.

Models/View

  • The Hub/Main and Resume/Handshake mini game environment will be created by our team while the rest of the scene will be taken from the 3D Camera.
  • There will be GameObjects and Components created within Unity for interaction in the scene.
  • Most of the code/scripts will be attached to the User/Player since all of the scene will be the same in that there will be GameObjects for teleportation and interaction.
  • The functions listed above will be used to check whether these GameObjects were interacted with. As well as our own functions to help with the minigame.
  • The Main Camera attached to the First Person Character Controller from the Oculus Platform SDK. Transform and Rotations will be done within our own scripts.

Libraries/Packages

  • Oculus Integration for Unity
  • Oculus Platform SDK
  • Unity Standard Assets

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