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MikeRealm
9 years agoHonored Guest
Combining 360 video with interactive components
Hi,
Im a fairly new developer for the Gear VR using Unity.
I want to make project with the following features:
A room where the "walls" (or at least certain properties near the walls) are made with 360 video.
In the centre of the room there should be some unity assets that I have modeled using modeling software like blender/maya.
For example:
image a beach filmed in 360/VR video, that includes some modeled/animated bird assets.
Im not sure how to do this. To be clear, everything should feel like it has depth, not just some "screens" inside a modeled invironment.
Anyone has any tips how to do this? Is it even possible to combine these 2 things in a way that they look part of the same 3d/vr space? examples of apps that use this?
Im a fairly new developer for the Gear VR using Unity.
I want to make project with the following features:
A room where the "walls" (or at least certain properties near the walls) are made with 360 video.
In the centre of the room there should be some unity assets that I have modeled using modeling software like blender/maya.
For example:
image a beach filmed in 360/VR video, that includes some modeled/animated bird assets.
Im not sure how to do this. To be clear, everything should feel like it has depth, not just some "screens" inside a modeled invironment.
Anyone has any tips how to do this? Is it even possible to combine these 2 things in a way that they look part of the same 3d/vr space? examples of apps that use this?
4 Replies
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- MikeRealmHonored Guestproject = a project
image = imagine - vrdavebOculus StaffThere are a few ways of doing this. Probably the easiest is to use a Skybox component with a material whose texture is your 360 video. On Gear VR you can use EasyMovieTexture to populate the texture with video data. Then you can enable VR, set Camera's clear flags to "skybox" and render the foreground geometry as usual in Unity. If you need the video to be stereoscopic, you can make two Skybox components and use layer masking and target eyes to render a different one to each eye.
This is probably lower-priority, but you may find that the 360 video has slightly worse aliasing in Unity compared to Oculus Video. You can currently use OVROverlay.cs to render the video as an overlay with higher-quality sampling, but it will always apear on top of everything. In the next few weeks, we plan to update OVROverlay to support "underlay" rendering, where scene geometry can appear on top of the overlay. We will also make stereoscopic 360 content easier to display with OVROverlay. - MikeRealmHonored GuestThanks for your prompt and comprehensive explanation.
I with will take me some time to implement this as I'm a new developer. Will let u know if I run into any major problems. - nosys70Expert Protegevrml seems a better solution than compiling an application
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