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SteamVR的配置文件:
{SteamVR安装目录}\steamapps\common\SteamVR\resources\settings\default.vrsettings 在配置文件中将头显设备设置成可选项: 可在不接入头显的情况下仅使用定位器功能
安装SteamVR Performance Test来评估电脑配置
评估您当前的系统是否达到运行 VR 的水平标准;若未达标准,判断性能限制来自于显卡、处理器或两者皆有。
https://store.steampowered.com/app/323910/SteamVR_Performance_Test/ Virtual Reality Supported可以控制SteamVR插件功能的开启或关闭,当我们导入了SteamVR Unity Plugin时,但又不想启动VR,可以去掉这个勾选项。 Stereo Rendering Mode(立体渲染模式)
Multi-Pass Stereo Rendering(多通道立体渲染)
Single-Pass Stereo Rendering(单通道立体渲染)
Single-Pass Instanced(单通道立体实例化),进一步提升Single-Pass性能的技术。
多通道立体渲染性能要低于单通道立体渲染 关闭自动开启Virtual Reality Supported选项 三、跟踪设备姿态(位置、旋转)
这两个类都可实现对设备的姿态跟踪 SteamVR_TrackedObject SteamVR_Behaviour_Pose ,将任一一个脚本挂到GameObject上,此GameObject的位置与旋转将与设备同步。
public enum SteamVR_Skeleton_FingerIndexEnum
	thumb,	//拇指
	index,	//食指
	middle,	//中指
	ring,	//无名指
	pinky,	//小指
    //获取输入Action: InteractUI
    //可通过SteamVR Input窗口查看和编辑所有Action
    public SteamVR_Action_Boolean spawn = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("InteractUI");
    //SteamVR_Behaviour_Pose负责跟踪设备行为
    SteamVR_Behaviour_Pose trackedObj;
    private void Awake()
        trackedObj = GetComponent<SteamVR_Behaviour_Pose>();
    private void FixedUpdate()
        if (spawn.GetStateDown(trackedObj.inputSource))
        else if (spawn.GetStateUp(trackedObj.inputSource))
	示例:用扳机键与物体交互
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
using Valve.VR.InteractionSystem;
/// <summary>
/// 示例: 用扳机键与物体交互
/// </summary>
public class CubeInteraction : MonoBehaviour
    // 当手柄刚接触到物体时触发
    private void OnHandHoverBegin(Hand hand)
        Debug.Log("***** OnHandHoverBegin");
    // 当手柄持续停留在物体上时触发
    private void HandHoverUpdate(Hand hand)
        // 判断扳机键是否按下
        string actionSetName = "default"; //默认动作集
        string actionName = "GrabPinch";  //扳机键动作
        SteamVR_Action_Boolean GrabPinch = SteamVR_Input.GetAction<SteamVR_Action_Boolean>(actionSetName, actionName, true);
        if (GrabPinch != null)
            if (GrabPinch.GetStateDown(SteamVR_Input_Sources.Any))
                //仅按下扳机键时触发一次
                Debug.Log("***** GetStateDown");
            else if (GrabPinch.GetStateUp(SteamVR_Input_Sources.Any))
                //仅释放扳机键时触发一次
                Debug.Log("***** GetStateUp");
            else if (GrabPinch.GetState(SteamVR_Input_Sources.Any))
                //按住扳机键不放,会持续触发
                Debug.Log("***** GetState");
    // 当手柄离开物体时触发
    private void OnHandHoverEnd(Hand hand)
        Debug.Log("***** OnHandHoverEnd");
	示例:与UI元素交互
/// UI元素下面要放一个3D物体(如,Cube),否则不会触发回调事件。
/// </summary>
public class ButtonInteraction : UIElement
    protected override void OnButtonClick()
        base.OnButtonClick();
        Debug.Log("***** #OnButtonClick()");
    protected override void OnHandHoverBegin(Hand hand)
        base.OnHandHoverBegin(hand);
        Debug.Log("***** #OnHandHoverBegin()");
    protected override void OnHandHoverEnd(Hand hand)
        base.OnHandHoverEnd(hand);
        Debug.Log("***** #OnHandHoverEnd()");
    protected override void HandHoverUpdate(Hand hand)
        base.HandHoverUpdate(hand);
        //Debug.Log("***** #HandHoverUpdate()");
	要使UGUI的Button与VR手柄交互,需要挂上BoxCllider、Interactable、继承自UIElement的脚本。 
VRInteractableButton.cs是继承UIElement的脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
using Valve.VR.InteractionSystem;
/// <summary>
/// 挂在UI Button对象上
/// </summary>
public class VRInteractableButton : UIElement
    protected override void OnButtonClick()
        base.OnButtonClick();
    protected override void OnHandHoverBegin(Hand hand)
        base.OnHandHoverBegin(hand);
    protected override void OnHandHoverEnd(Hand hand)
        base.OnHandHoverEnd(hand);
    protected override void HandHoverUpdate(Hand hand)
        base.HandHoverUpdate(hand);
	Canvas设置
Render Mode设置为Screen Space-Camera
Render Camera设置成VRCamera,需要删除场景中原来的Main Camera
Plane Distance: Canvas距离VRCamera的距离(即,调整UI画面离眼睛的距离) /// </summary> [RequireComponent(typeof(Interactable))] public class GrabInteraction : MonoBehaviour private Vector3 oldPosition; private Quaternion oldRotation; private Hand.AttachmentFlags attachmentFlags = Hand.defaultAttachmentFlags & (~Hand.AttachmentFlags.SnapOnAttach) & (~Hand.AttachmentFlags.DetachOthers) & (~Hand.AttachmentFlags.VelocityMovement); private Interactable interactable; private void Awake() interactable = this.GetComponent<Interactable>(); private void HandHoverUpdate(Hand hand) GrabTypes startingGrabType = hand.GetGrabStarting(); bool isGrabEnding = hand.IsGrabEnding(this.gameObject); if (interactable.attachedToHand == null && startingGrabType != GrabTypes.None) // 保存原来位置/旋转,以便当抓取释放后重置 oldPosition = transform.position; oldRotation = transform.rotation; // 禁止执行hand.UpdateHovering() hand.HoverLock(interactable); // 将gameObject关联到手上 hand.AttachObject(gameObject, startingGrabType, attachmentFlags); else if (isGrabEnding) // 断开gameObject与手的联连 hand.DetachObject(gameObject); // 允许执行hand.UpdateHovering() hand.HoverUnlock(interactable); // 重置坐标/旋转 transform.position = oldPosition; transform.rotation = oldRotation; // 当物体被抓住时触发 private void OnAttachedToHand(Hand hand) Debug.Log(string.Format("OnAttachedToHand: {0}", hand.name)); // 当物体与抓取它的手断开时触发 private void OnDetachedFromHand(Hand hand) Debug.Log(string.Format("OnDetachedFromHand: {0}", hand.name)); // 当物体被一直抓住时,会持续触发 private void HandAttachedUpdate(Hand hand) Debug.Log(string.Format("HandAttachedUpdate: {0}", hand.name)); 示例:扔物体
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
using Valve.VR.InteractionSystem;
/// <summary>
/// 示例:扔物体
/// </summary>
[RequireComponent(typeof(Interactable))]
public class ThrowInteraction : MonoBehaviour
    public SteamVR_Behaviour_Pose pose;
    private new Rigidbody rigidbody;
    private Hand.AttachmentFlags attachmentFlags = Hand.defaultAttachmentFlags 
        & (~Hand.AttachmentFlags.SnapOnAttach) 
        & (~Hand.AttachmentFlags.DetachOthers) 
        & (~Hand.AttachmentFlags.VelocityMovement) 
        | Hand.AttachmentFlags.TurnOffGravity;
    private void Awake()
        pose = Player.instance.rightHand.GetComponent<SteamVR_Behaviour_Pose>();
        rigidbody = GetComponent<Rigidbody>();
        rigidbody.useGravity = false;
    void FixedUpdate()
        // 判断扳机键是否按下
        string actionSetName = "default"; //默认动作集
        string actionName = "GrabPinch";  //扳机键动作
        SteamVR_Action_Boolean GrabPinch = SteamVR_Input.GetAction<SteamVR_Action_Boolean>(actionSetName, actionName, true);
        if (GrabPinch != null)
            if (GrabPinch.GetStateDown(SteamVR_Input_Sources.RightHand))
                //按下扳机键时抓住物体
                Player.instance.rightHand.AttachObject(gameObject, GrabTypes.Pinch, attachmentFlags);
            else if (GrabPinch.GetStateUp(SteamVR_Input_Sources.RightHand))
                //释放扳机键时扔出物体
                Player.instance.rightHand.DetachObject(gameObject);
                rigidbody.velocity = pose.GetVelocity() * 2;
                rigidbody.angularVelocity = pose.GetAngularVelocity();
                rigidbody.maxAngularVelocity = rigidbody.angularVelocity.magnitude;
                rigidbody.useGravity = true;
            else if (GrabPinch.GetState(SteamVR_Input_Sources.RightHand))
                //按住扳机键不放,会持续触发
                //Debug.Log("***** GetState");
SteamVR_Fade.Start(Color.black, 5);
//让画面在5秒内逐渐变亮
SteamVR_Fade.Start(new Color(0, 0, 0, 0), 5); //手柄震动:SteamVR_Actions.default_Haptic.Execute(开始时间,持续时间,频率,振幅,SteamVR_Input_Sources.哪个手柄)
SteamVR_Actions.default_Haptic.Execute(0, 0.2f, 1, 10, SteamVR_Input_Sources.RightHand); 获取手指关节坐标及旋转
//获取右手骨骼对象
SteamVR_Behaviour_Skeleton rightSkeleton = Player.instance.rightHand.skeleton;
//获取右手拇指中间关节的本地坐标(第二个参数true)
steamVR_Behaviour_Skeleton.GetBonePosition(SteamVR_Skeleton_JointIndexes.thumbMiddle, true)
//获取右手拇指中间关节的本地旋转(第二个参数true)
steamVR_Behaviour_Skeleton.GetBoneRotation(SteamVR_Skeleton_JointIndexes.thumbMiddle, true) SteamVR 出现的问题和解决办法
OpenVR API Documentation
XR技术词汇速查表
Interaction System
插件使用指南
VR手套官网(Noitom Hi5)
VR手套SDK下载(Noitom Hi5)

标签: SteamVR Plugin

 
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