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Architecture
Hung Nguyen edited this page Oct 20, 2018
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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.
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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.
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.
- 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.
- Oculus Integration for Unity
- Oculus Platform SDK
- Unity Standard Assets