Skip to main content
Up and Coming
April 20, 2013

To UDK users : How fast from non Rift to rift integration ?

Hello everyone,

As becoming more impatient everyday while waiting for the OC, I was wondering to UDK users around here how fast was it to put the rift inside your project... ? (view and tracking of course)

I have quickly read the docs, but you know how reality and execution can have a certain... lag or distortion.

So let's say you have already a custom pawn with a custom controller and the camera attached to a socket in the pawn.
Any unexpected issue i should care for ?

How is your experience so far ?

Cheers,
    This topic has been closed for replies.

    10 replies

    Up and Coming
    April 21, 2013
    With Experience in programming 3 to 6 hours for basic integration, for more in depth stuff and building your own controls 3 to 4 days, is what it took me.
    OlivierJTAuthor
    Up and Coming
    April 21, 2013
    Sorry my message was not clear, I added "already"
    I meant if one has everything already running, but no Oculus implementation.
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Up and Coming
    April 21, 2013
    Basic integration time depends on your level of programming experience, and your familiarity with the SDK.

    Typical about 6 hours for basic functions. 3 to 4 days for tweaks and modifications to suit your development.

    regards
    Mike
    Up and Coming
    April 21, 2013
    ^ This, even if you have a custom pawn, controller & camera, all setup with a true first person viewpoint in mind.
    Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.
    OlivierJTAuthor
    Up and Coming
    April 28, 2013
    So I got my rift.

    When I read your comment, i was afraid, you scared me a little, as i am not a coder (I have been learning Unreal script by myself for the pas 2 month to make my game a reality)
    Today I started rift integration.

    It took me... well... 2mn.
    So I don't know what you guys were talking about, but in 2 min (the "hardest" thing was to modify the .ini to enable Stereo3d...)
    2mn !
    I am walking in my own game, with my own 3d pawn and custom controller.
    I am IN

    It works very very well 6 hours ? what ?
    Maybe my question was not clear I don't know.
    My own pawn was ready
    My own Controller was ready.
    2mn !

    I wanted to congratulate Oculus VR team for this "plug and play" integration, there I said it : "plug and play" integration
    This is amazing.
    Cyberreality if you are reading this, congratulate everybody. I am in heaven right now.
    Fraking "plug and play" !
    Amazing ! Bravo and merci !
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Up and Coming
    April 29, 2013
    So you have independent looking and movement controls as well as a true first person viewpoint? :)
    Rule#21: Be polite, be professional, but have a plan to kill everyone you meet.
    OlivierJTAuthor
    Up and Coming
    April 29, 2013
    I do ^_^
    I have to change the fact that my character can turn his head 360 and see his back though, it's unusual.
    So I have to add body rotation when the head go further than the shoulder.
    Stilll have to figure that out.

    But you know when i meant integration, I mean being in the game with the rift, after yes there are tweeks to make, but I can move my pawn around, turn strafe and all, and look around. Animated, good scale and eye position and all.
    I am happy for a first day ! ^_^
    Welcome to http://www.SynthesisUniverse.com it's out there, on the Oculus Share : https://share.oculus.com/app/synthesis-universe--maze--intro-experience
    Inspiring
    April 29, 2013
    Yes, well it will be very simple to integrate provided you are developing a first-person game with the standard control scheme. If you are doing something more custom, or not an FPS game, then it may take longer.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    New Participant
    August 14, 2013
    Hi there,
    I am an architecture student and I would like to use Oculus Rift to visualize my 3d model that I will import on UDK.
    I have no idea how hard it is to integrate Oculus Rift to UDK and how long it takes. The transition between the game
    engine and visualizing the project with Oculus is a total mystery for me.

    Three questions :

    - As a total novice in programming, do you think that I can handle that ?

    - Is the integration possible with the free version of UDK ?

    - Do you think it would be easier with Unity3D ?

    I hope you can help me.
    Thank you.
    Pierre
    Up and Coming
    August 14, 2013
    The Oculus is already integrated into UDK. Just make sure you downloaded it from here instead of Epic's website.
    There was documentation on how to use it in unrealscript but it was taken down.

    Since you're just interested in importing your models, you don't have to worry about it.

    To get started:
    - Edit UDKEngine.ini and set bEnabled=True under [Engine.Stereo3D].
    - Then run a test map via "start this level on PC". It's a button on the toolbar.
    - Once that is done, go nuts in the editor without worrying about unrealscript. Just import your model and then drag and drop it.

    Works on my computer :)

    As a total novice in programming, do you think that I can handle that ?
    There's a learning curve involved in understanding the tool chain. If you don't have solid object orientated programming skills, there's another large learning curve for unrealscript. I think anyone can handle it, they just have to put an honest effort learning. But you just want to import models, this can all be done via the editor.

    Is the integration possible with the free version of UDK ?
    Already done.

    Do you think it would be easier with Unity3D ?
    I haven't used Unity for Oculus dev, so I can't say. It's quite popular and seems to more approachable. But I know everything is ready to go with the UDK. You just need to know how to use the editor.

    edit:
    http://udn.epicgames.com/Three/VideoTutorials.html#3D%20Buzz%20Video%20Tutorials%20-%20Using%20UDK
    These video tutorials (also on youtube) by 3d buzz will get you up to speed on the editor. Probably just start with first 3: User interface, simple level and lighting.
    Bino http://www.reddit.com/r/SuperTeamOne/