Immerseum SDK: VR Simulator (version: RC-1.0.0)
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Welcome to the VR Simulator
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What does the VR Simulator do?

The VR Simulator is an editor extension for Unity to make developing virtual reality scenes easier when you don't have (or feel like hooking up) a VR headset. As the name suggests, it simulates a VR environment for you by:

That's the the heart of it. However, the VR Simulator's real strength is its easy configurability and the ability to flexibly simulate your VR experience.  Using the Unity Editor, you can adjust the VR experience you're simulating in a variety of ways:

What doesn't the VR Simulator do?

Be Careful! Be Careful!

The VR Simulator is meant to make development easier. It is not a production-grade asset, and is not designed to be included in the VR experiences that you release.

Can its input mapping and locomotion support be used in a production build? Sure, theoretically - but there are better ways of handling all of that and that is not what the VR Simulator was built to do.

The VR Simulator is not designed to provide "true" locomotion support for your VR scenes. It is meant to provide a quick-and-dirty approximation of locomotion support. As a result, it does not do any of the following:

What HMDs and input devices does it 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!

The VR Simulator recognizes and supports input from the following devices:

Be Aware Be Aware

Oculus Touch support has not been tested yet. That's because while the Oculus Utilities for Unity do provide an API for interacting with the Touch, we don't have any Touch controllers to test with.

If someone does have some Touch controllers and has tested the VRSimulator with them, please drop us a line!

What are its requirements?

The VR Simulator's requirements are very simple:

Platform:
  • RECOMMENDED: Unity 5.4.1p1 or higher. However, has been tested and seems to work fine on on Unity 5.4.0f3 as well.
  • Windows or Mac (not tested on Linux).
Be Aware Be Aware
Certain functionality that relies on the Oculus APIs may be limited on MacOS. This particularly relates to the use of calibrated play areas.
Project:

Your Unity project must contain: 

Scene:

Your scene must contain one or more of the following: 

  • The SteamVR: [CameraRig] prefab, and/or;
  • The Oculus: OVRCameraRig prefab, and/or;
  • The OVRPlayerController prefab (which also contains the OVRCameraRig prefab), and/or;
  • A custom camera rig.
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If you customize one of the camera rig prefabs (changing its name in particular), the VR Simulator will still work. However, you will have to set the CameraRig property explicitly when configuring the VRSimulator.

You Should Know... You Should Know...

By default, you can find the camera rig prefabs in the following locations:

SteamVR: Assets / SteamVR / Prefabs /

Oculus: Assets / OVR / Prefabs /

And that's it!

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If your Unity project or scene doesn't meet the requirements above, then the VRSimulator will throw an exception and log an error to the Unity console when you first import the asset, and likely again when you try to Play your VR scene.

How does it work?

Once you've imported the VR Simulator into your project, just drag the [VRSimulator] prefab into your VR scene - and that's it! You can then edit the VR Simulator's configuration settings by clicking on the [VRSimulator] gameobject in your hierarchy.

You Should Know... You Should Know...

Once you've installed the VRSimulator, you can find sample scenes in your assets folder:

Assets / _ImmerseumSDK / 2_ExampleScenes /

For more details on working with the VR Simulator, please take a look at:

See Also

Configuring the VRSimulator

 

 


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