Quest 2 controllers wont allow me to click anything inside monitors, but works in any game
Started some time today. I'm unable to interact with either of the monitors that i pull up inside the headset while airlinked with my PC. But anytime i play a game, i have no issues interacting with the menus. The only thing ive noticed off with a game is Pavlov and thats not letting me quick drop my mags on some weapons.23KViews0likes9CommentsCustom 360 VR video player with menu - help with some basic questions
Using Unity, I've built a video player with a 360 and set up some pointers. I want to use a map of the property as a UI for the user to jump to specific points (on the property and in the video timeline). I'm not sure if this should be a canvas or sprites. Also not sure if I should be using a canvas pointer or physics pointer. I'm not looking for a solution, just to be pointed in the right direction. 1. Should I be using Canvas or Sprites (or something else, I am very new at this) for my map-based UI? 2. Depending on the answer to 1, should I use a canvas or physics pointer to interact with the map? 3. We will be installing the app directly on the Quest. I would like to load the video file from the device sdcard. I haven't had any success with the methods I've tried. This seems like it should be really straightforward, so any tutorials or direction is appreciated. I really appreciate any direction provided. I'm happy to provide more information, if that's helpful. There really isn't that much to it.554Views0likes0CommentsUpdates: 3D menus
# 2 This week, I sketched out what I thought the 3D environment should look like and decided that the objects should not animate (unless they are looked upon). I began to build the basic environment for where the objects will lie and am very inspired by the game, Cosmic Trip, which features lots of desert scenes with beautiful oranges, pink and blues in the sky. Learnings: 1) Textures are powerful but the amount of polygons and draw calls can really add up quickly a. I learned this when I set out to use a basic sand texture, and while it worked fine while I was on my computer, when I went to view it on the Samsung Gear VR, it became incredibly splotchy b. I spent about 3 hours trying to figure out what could be the cause of the splotchiness, did everything from reducing the total amount of pixels in the scene to decreasing the size of the texture. Finally, was able to figure out that I needed to disable shadow casting. Once turned off, the splotchy-blackness stopped and I was able to refocus on building out the scene. 2) For gear VR, the more the dynamic environment looks (with mountains, hills, outside objects), the more calming the entire scene feels 1. I am still figuring out the aesthetic that I am going for, which makes me wish there was a faster way to build to the samsung gear vr (because you can't fully comprehend what you are building until you put on the headset) and be able to make tiny tweaks in it (i.e. move the river over to the left or make the blue slightly lighter/darker). I hope to be done with the basic scene by this weekend so I can move onto adding the 3D objects that represent categories into the scene. Would love anyones feedback about textures and how to limit the amount of polygons/ draw calls in their app. Also, if they have any tricks with making planes appear more like textures. Is it possible to use a plane for most of the layout and then add smaller textures in areas that you want to have texture on and therefore, you are further limiting the amount of polygons/draw calls in the scene?2.3KViews1like13CommentsUpdate 6/24/16 - 3D menus in Gear VR
I’ve been thinking a lot about the idea of 3D interfaces on the gear VR. I find that the majority of the apps that I use all have flat 2D interfaces to select various content. I believe one day (hopefully in the near future), the gear VR will have positional tracking and will want to walk around in our menus, hang out in our menus, so whatever I build now I would like to optimize for that future. Any thing marked with an asterisk, is something I would love your thoughts on. I think as VR moves more towards 3D mobile VR interfaces, menus should reflect that as well. I began mocking up what an ideal 3D interface would look like and I am currently exploring: 1) Do these 3D objects to select a ‘category’ always need to be the same icon (or 3D icon) or can they change frequently? If they change, how frequently is OK? - Some thoughts on this are in your favorite apps you always have the same symbols to represent different options/categories, but content is always updating (like your twitter feed/nytimes home page is always different to reflect new types of content) 2) Should these 3D objects be moving or is that distracting and they should remind static?* 3) How to be innovative from a menu standpoint and do something different. Things I am learning: - How to import 3D assets from unity store - Testing depth (how close objects are) - Optimization - I wish there were more basically tutorials for creating non-game experiences. Like building a gear VR menu tutorial would be great. Anyone know any?* I enjoy that there are no written rules about VR design and believe that aesthetically we can really challenge what menus actually are and am making the next month about continuous updates to a 3D menu in gear vr.422Views1like1Comment