Immerseum SDK: VR Simulator (version: BETA-0.9)
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Help! I'm getting an OpenVR error:

VR:OpenVR Error! OpenVR failed initialization with Error Code VRInitError_Init_PathRegistryNotFound: "Installation path could not be located(110)"!

Don't panic! This is simply means that there is a problem with either your SteamVR installation (of SteamVR itself - not the SteamVR Plugin in Unity) or with Unity's native VR support. This is a known error in certain versions of Unity and both Unity and Valve have said they will fix it in one of the 5.4 patch releases. However, if you get this error it should not affect your ability to play your scene. The VRSimulator will still take command of your camera and adjust for the lack of a connected HMD. You can safely ignore this error.

Help! I'm getting a bunch of exceptions when I first hit play that read:

Exception: [ImmerseumSDK] Tried to do something with the Camera before initialization has finished. Wait until complete, then try again.

Don't panic! This happens when you've moved your mouse or hit an input key before camera initialization has completed. Because it can take up to 1.2 seconds for a computer to detect a connected HMD, the VRSimulator waits to initialize everything. If you try to move or look around before this initialization is complete, that's when you'll see this error. If they come up, you can safely ignore them.

Help! I'm getting some other exception...

Let us know! Some exceptions are unavoidable, but we try hard to make our error messages meaningful. Please be sure to read the error message in full to see if there's any guidance or explanation provided there.

If that doesn't help, then please reach out to let us know via email or on our Slack group.

What VR platforms do you support?

The VR Simulator is designed to work with:

Be Aware Be Aware

Oculus Rift support has been tested with the Oculus Rift CV1. Presumably, it should work with the DK1 and DK2 insofar as the Oculus Utilities for Unity plugin works with those devices, but we haven't done any testing (because we don't have DK1s or DK2s).

We have not built support for OSVR's plugins into the VR Simulator - if you'd like to see OSVR support, let us know!

If you test the VR Simulator on any of these untested platforms, please drop us a line to let us know how it went!

So you don't support Google Daydream, PlayStation VR, HoloLens, Meta, etc?

Not yet. However, Google Daydream and PlayStation VR are both on our roadmap.

As for augmented reality? The VRSimulator isn't likely to support any of those platforms in the foreseeable future.

What about mobile VR?

Our development focus has been on fully-immersive HMD VR. Therefore, we haven't done any testing on any mobile VR platforms (Google Cardboard, Samsung Gear, etc.).

Insofar as the Oculus Utilties for Unity are compatible with Samsung Gear, it is possible that the VRSimulator will work. But we haven't tested it. If you try it, drop us a line to let us know how it went!

Are you planning to make the VRSimulator available for Unreal Engine, Cryengine, Lumberyard, <insert dev platform here>?

Nope. Nothing against any of those great tools, but we believe strongly that Unity offers the best solution for long-term VR development from both technical and business perspectives.

Barring some huge shifts in the marketplace, the VRSimulator (and the rest of the Immerseum SDK) will be available on Unity.

Are you planning to expand locomotion support to include teleportation, walk-in-place, etc.?

Well...not really. We've got some interesting multi-modal solutions for locomotion that we're building into the Immerseum SDK, but de-coupling them from the broader SDK would be a complex undertaking. By contrast, the VRSimulator in its current form is something that we were able to pretty quickly carve out and make independent.

Let us know if you'd like to see multi-modal, cross-platform, and configurable locomotion - if there's a lot of demand for it, we might come to the conclusion that it's worth the effort to carve it out and make it available.

How about raycasting and gaze interactions?

It's not really a priority for us. Theoretically, we can do it - carving that functionality out of our broader SDK and making it work independently the way the VRSimulator does. But it's non-trivial work to do, and we're not sure we'd be justified taking the time to do it.

Let us know if you'd like to see configurable and multimodal raycasting and gaze-based input models in the VRSimulator. If a lot of people are looking for that, we might decide it's worth taking the time to carve it out and release it.

In the meantime, it is quite simple to integrate your own raycasting / gaze-based interaction system with the VRSimulator. Essentially, you just need to listen to the InputAction Events and have your code respond accordingly.

For More Information...

Are you planning to include UI interaction or free-form input support (e.g. typing, voice-activated movement, etc)?

So the VRSimulator doesn't really have anything to do with UI. From the VRSimulator's perspective, UI gameobjects are any other kind of gameobject. That means that you can simulate controller or camera interaction with UI elements just as you can simulate their interaction with an in-world object in your VR scene. Nothing special needed.

However, UI can often feature more complicated modes of interaction (typing, etc.). We're not planning to extend support in that direction. However, if you want to use the VRSimulator's input/movement system to capture and react to additional inputs, it's quite easy to extend the system using Custom Input Handling.

 

 


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