• Oculus开发入门


    老是访问官网搭建unity环境太麻烦了,自己记录一下,在国内看。

    官网教程连接 Getting Started with Interaction SDK | Oculus Developers

    Adjust Camera Rig

    Once you’ve completed the tutorial listed above, you can find Interaction SDK in Unity under the Assets/Oculus/Interaction folder.

    1. Open the Unity scene you created in Create Your First VR App on Meta Quest Headset.
    2. Under Hierarchy, select OVRCameraRig.
    3. Under Inspector, in the OVR Manager component, set the Tracking Origin Type property to Floor Level.

     

    Add OVRInteraction Prefab

    OVRInteraction is the base prefab for hands and controller components, which source data from OVRPlugin via OVRCameraRig

    1. Under Project, search for OVRInteraction, then drag the OVRInteraction prefab (以前的插件版本中叫inputOVR,如果别人的例子中是inputOVR那说明是以前的,我们用OVRInteraction代替它即可) from the search results onto OVRCameraRig.

      Note

      You can check OVRPlugin.GetHandTrackingEnabled() to find out when the user has switched from controllers to hands.

      Add OVRHands Prefab

      OVRHands is the base for the hands input device. It controls the appearance of the hands, their position relative to the camera, and the interactors each hand can use.

    2. Under Project, search for OVRHands, then drag the OVRHands prefab from the search results onto OVRInteraction.

    3. To test hands, put on the headset.
    4. In the headset, go to Settings > Device > Hands & Controllers, and turn on Hand Tracking. Leave the Auto Switch Between Hands And Controllers selected to let you use hands when you put the controllers down.
    5. From Unity, build and run the app in the headset.
    6. After the app launches in the headset, put the controllers down and raise your hands
    7. Set Up Hands

    8. Configure Camera Rig for Hands

      OVRCameraRig syncs the camera with the movement of the headset and contains some hand settings.Under Hierarchy, select OVRCameraRig.Under Inspector, in OVR Manager, set these properties to the following values:

      • Hand Tracking Support: Either Controllers and Hands or Hands Only
      • Hand Tracking Frequency: HIGH (optional)
      • Hand Tracking Version: V2
      • Under Project, search for OVRHandPrefab, then drag OVRHandPrefab onto OVRCameraRig > TrackingSpace > LeftHandAnchor.
      • Under Hierarchy, select OVRHandPrefab.
      • Under Inspector, disable all scripts except for OVR Hand and OVR Skeleton by unselecting the checkbox for each script.

      • In the OVR Skeleton component, select the Enable Physics Capsules checkbox.
      • Copy the OVRHandPrefab, right-click on RightHandAnchor, and select Paste as Child.
      • Select RightHandAnchor > OVRHandPrefab.
      • Under Inspector, in the OVR Hand component, set the Hand Type property to Hand Right.
      • In the OVR Skeleton component, set the Skeleton Type property to Hand Right.

  • 相关阅读:
    stm32flymcu烧写几次后就超时无应答,如何解决?
    Servlet学习之Listener
    c语言-数据结构-链表分割
    【深度学习实验】前馈神经网络(七):批量加载数据(直接加载数据→定义类封装数据)
    拉斯克奖(Lasker Award)2023
    把C#的model转成excel的table信息
    低能量电子束曝光技术
    vue2搭建项目流程
    浅谈电源TLVR在Intel VR14 Server的应用
    Vue3中的状态驱动的动态CSS、注册组件
  • 原文地址:https://blog.csdn.net/weixin_44345862/article/details/134069632