eusth / vrgin Goto Github PK
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License: MIT License
VR injection framework for Unity
License: MIT License
Amazing work on this! I just finished Firewatch VR and it made the experience SO much better. Could a similar method be used in the Unreal 4 engine to add VR support on unsupported games?
It would be great if there was a way to improve performance.
With versions starting from Unity 5.4 onwards, the OnLevel
callback is never called.
This can be fixed by adding the following to ProtectedBehaviour:
void OnEnable()
{
SceneManager.sceneLoaded += OnLevelFinishedLoading;
}
void OnDisable()
{
SceneManager.sceneLoaded -= OnLevelFinishedLoading;
}
void OnLevelFinishedLoading(Scene scene, LoadSceneMode mode)
{
SafelyCall(delegate { OnLevel(scene.buildIndex); });
}
However, I think this is a potential BC break because it requires referencing newer Unity assemblies(?), otherwise I'd wrap this in a PR.
Ref: http://answers.unity3d.com/questions/1174255/since-onlevelwasloaded-is-deprecated-in-540b15-wha.html
It should be easier for other plugins to extend VRGIN's functionality.
A first step is the addition of the ModeInitialized
event that can be used in conjunction with Controller.AddTool()
.
Hello! I'm looking though this code and I'm trying to find a way to change the resolution with this module to support a fixed 1280 x 720 rather than using the Vive's default 2160x1200/(1080x1200)x2 resolution.
When I use this module in both, your HoneySelectVR and PlayClubVR mods, I have my windowed resolution set to 1280 x 720 but SteamVR is using more than that which doesn't show up on my window. I'm trying to make it be set to a fixed 1280 x 720 so that this will be compatible with google cardboard via Riftcat/Vridge and TrinusVR since most mobile phones don't support such a high resolution.
There is also an issue with the headtracking in Riftcat/VRidge and TrinusVR. Basically the whole headtracking is frozen from the moment you open the application. If you look down, then start the application, it will think you are looking down the whole time and not looking anywhere else, no matter if you look back up, left, or right. Once the application is closed, headtracking is fine again in SteamVR as the grid lines show.
Just to clarify, both Riftcat/VRidge and TrinusVR are compatible with SteamVR and I've played a few steam games with them as well.
Overall, I believe that this VRGIN module is causing the issues with your HoneySelectVR and PlayClubVR mods when it comes to using these mobile applications due to their limitation in their resolution. I would greatly appreciate any help to fix this issue, if you give me some pointers. I believe that this will help get these awesome VR games to a larger source of players and let even MORE people enjoy them :) Thanks!
There are a number of issues with the cursor:
Screen
size seems to be offhow can see panorama img?
i took panorama img and sccessed.
but only it meaningless for normal viewer.
what viewer should i use?
Anyone feel compelled to point me in the direction of some resultant vr modded unity games made with this?
The ground is currently defined as y=0, but this causes problems with games like セクロスフィア and mostly the "open world" of SBPR.
Also, the VR camera should be placed approx. where the game camera is placed.
The menu tool needs to be refactored. More precisely, the cursor code should be taken to a separate class to allow the menu to be detached and be operated by either controller.
Furthermore, it should be possible to resize the menu.
Hello Eusth,
I've read you say that you have put down coding for a while. So I doubt you will see this ... but just in case you (or someone else) does ...
I've been studying VRGIN, VRGIN.TEMPLATE and your HoneySelectVR code to be able to add VR to PlayHome Trial.
This my very first time touching C#. My first time creating any kind of plugin. And my first time doing anything with Unity. .
VRGIN.TEMPLATE by itself would bring the game world and UI up but you could not see the characters.
So I'm a little proud of myself for implementing enough to get the VR camera showing the characters.
Here is the plugin in it's current state ... Link to the github source is there as well...
http://www.hongfire.com/forum/forum/hentai-lair/hf-modding-translation/5815549-illusion-playhome-trial-プレイホーム-体験版-game?p=5818059#post5818059
There is a lot that is wrong and missing. My hope is that you can give me some more suggestions for getting the cameras correct. There is some kind of clipping, occlusion, colliding ... don't know ... that happens when the user (VR Camera?) is too to the character or menu items. For the menu it might be some kind of field of view thing. When you get close the sides of the menu start to go away. For the character it seems like the stereo "eyeballs" of the camera are huge. And when the eye ball pierces the model, you see the inside of the model instead of seeing the outside in a close up.
I don't know enough of what the near-clip, far-clip, colliders and occluders all do. So I could use some suggestions of what to look for.
Just hints if you have time.
If not, no worries. I can keep playing around with it.
Hello
Thanks for such a great work.
Are there Any donation chanels for You?
p.s. Any Plans for SB Premium Resort? (will it be completely new work or similar to PlayClub/Honey and fast to reproduce?)
Thanks for your time!
Sometimes the HMD indicator used by the Warp tool just disappears.
First of all, thank you very much for your effort on enhancing this library.
I'm having a GUI (IMGUI) problem in my plugin (HoneySelect studio addon).
When I use Menu tool, and try to point my plugin's GUI object (IMGUI window/buttons/etc.), simulated mouse cursor is disappear when I points over the GUI window.
It makes difficult to select items on GUI.
As I see the code in VRGIN.Visual.SoftCursor class, which uses IMGUI to draw the mouse cursor, I found that the GUI.depth is not specified in the code. So that SoftCursor may draw the mouse cursor before my plugins, and it was hide by my plugin's GUI.
I think I can workaround the problem by larger GUI.depth in my plugin. However, it is good if the SoftCursor uses very small depth (such like -1000 or int.MinValue + 1) that makes the SoftCursor draws the mouse cursor over all of the IMGUI elements.
Could you please see this issue?
Right now purple/pink screen is what you get in the headset.
Is Unity 2017 compatibility possible without changing the injection framework, just VRGIN?
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