Unity3D关于VR的Demo(一)

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最近有点忙,只有挤时间去了解VR这方面的Demo了,之前关注了一个Android平台的视频VR的demo研读的差不多了,现在开始关注Unity3d建造VR游戏环境的demo.
Android下demo例子地址。
* https://github.com/ashqal/MD360Player4AndroidVR视频播放demo
* https://github.com/ejeinc/RajawaliCardboardExamplecardboard的demo

正题

  • 准备demo地址http://unity3d.com/cn/learn/tutorials/topics/virtual-reality点击跳转到VR sample界面
  • unity3d
  • vistual studio 2015
  • 现在还等啥 嗨起来

前提界面介绍

初始界面。
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主界面
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飞机游戏的模型界面
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迷宫的模型界面
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射击场景有两个 一个是180度的视角比较远,一个是360度的视角(等距离)
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 了解结构

  • 我们从飞机那个unity的工程中来看,其Hierarchy的结构(主要讲重点部分)
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  • 首先我们从相机开始说起
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    • 首先我们从每个C#脚本去看实现的过程
      这里写图片描述
      VREyeRaycaster.cs
using System;using UnityEngine;namespace VRStandardAssets.Utils{    // In order to interact with objects in the scene    // this class casts a ray into the scene and if it finds    // a VRInteractiveItem it exposes it for other classes to use.    // This script should be generally be placed on the camera.     //为了与场景中的物体相互作用    //这个类投射到场景中的光线,如果它发现    // vrinteractiveitem它暴露了它的其他类使用。    //这个脚本应该被放置在相机上。    public class VREyeRaycaster : MonoBehaviour    {        public event Action<RaycastHit> OnRaycasthit;                   // This event is called every frame that the user's gaze is over a collider.        [SerializeField] private Transform m_Camera;        [SerializeField] private LayerMask m_ExclusionLayers;           // Layers to exclude from the raycast. 光线投射的层        [SerializeField] private Reticle m_Reticle;                     // The reticle, if applicable.网线        [SerializeField] private VRInput m_VrInput;                     // Used to call input based events on the current VRInteractiveItem.        [SerializeField] private bool m_ShowDebugRay;                   // Optionally show the debug ray.是否显示调试光线        [SerializeField] private float m_DebugRayLength = 5f;           // Debug ray length.光线的长度        [SerializeField] private float m_DebugRayDuration = 1f;         // How long the Debug ray will remain visible.光线存活时间        [SerializeField] private float m_RayLength = 500f;              // How far into the scene the ray is cast.光线投射到场景的距离        private VRInteractiveItem m_CurrentInteractible;                //The current interactive item 当前交互点        private VRInteractiveItem m_LastInteractible;                   //The last interactive item    最后交互点        //从其他类中获得当前的交互点        // Utility for other classes to get the current interactive item        public VRInteractiveItem CurrentInteractible        {            get { return m_CurrentInteractible; }        }        private void OnEnable()        {            m_VrInput.OnClick += HandleClick;            m_VrInput.OnDoubleClick += HandleDoubleClick;            m_VrInput.OnUp += HandleUp;            m_VrInput.OnDown += HandleDown;        }        private void OnDisable ()        {            m_VrInput.OnClick -= HandleClick;            m_VrInput.OnDoubleClick -= HandleDoubleClick;            m_VrInput.OnUp -= HandleUp;            m_VrInput.OnDown -= HandleDown;        }        //unity的更新方法        private void Update()        {            EyeRaycast();        }        private void EyeRaycast()        {   //如果是必要的话,则显示调试线(在unity上设置 )            // Show the debug ray if required            if (m_ShowDebugRay)            {                Debug.DrawRay(m_Camera.position, m_Camera.forward * m_DebugRayLength, Color.blue, m_DebugRayDuration);            }            //创建相机前方的光线            // Create a ray that points forwards from the camera.            Ray ray = new Ray(m_Camera.position, m_Camera.forward);            RaycastHit hit;            //这里主要判断前方光线的展示与否            // Do the raycast forweards to see if we hit an interactive item            if (Physics.Raycast(ray, out hit, m_RayLength, ~m_ExclusionLayers))            {                VRInteractiveItem interactible = hit.collider.GetComponent<VRInteractiveItem>(); //attempt to get the VRInteractiveItem on the hit object                m_CurrentInteractible = interactible;                // If we hit an interactive item and it's not the same as the last interactive item, then call Over                if (interactible && interactible != m_LastInteractible)                    interactible.Over();                 // Deactive the last interactive item                 if (interactible != m_LastInteractible)                    DeactiveLastInteractible();                m_LastInteractible = interactible;                // Something was hit, set at the hit position.                if (m_Reticle)                    m_Reticle.SetPosition(hit);                if (OnRaycasthit != null)                    OnRaycasthit(hit);            }            else            {                     // Nothing was hit, deactive the last interactive item.                DeactiveLastInteractible();                m_CurrentInteractible = null;                // Position the reticle at default distance.                if (m_Reticle)                    m_Reticle.SetPosition();            }        }        private void DeactiveLastInteractible()        {            if (m_LastInteractible == null)                return;            m_LastInteractible.Out();            m_LastInteractible = null;        }        private void HandleUp()        {            if (m_CurrentInteractible != null)                m_CurrentInteractible.Up();        }        private void HandleDown()        {            if (m_CurrentInteractible != null)                m_CurrentInteractible.Down();        }        private void HandleClick()        {            if (m_CurrentInteractible != null)                m_CurrentInteractible.Click();        }        private void HandleDoubleClick()        {            if (m_CurrentInteractible != null)                m_CurrentInteractible.DoubleClick();        }    }}

VRCameraUi.cs

 using System;using UnityEngine;namespace VRStandardAssets.Utils{    //这类保证UI(如网线和选择吧)    //正确地设置。    // This class ensures that the UI (such as the reticle and selection bar)    // are set up correctly.    public class VRCameraUI : MonoBehaviour    {        [SerializeField] private Canvas m_Canvas;       // Reference to the canvas containing the UI.包含用户界面的画布的参考。        private void Awake()        {            // Make sure the canvas is on.确保画布上。            m_Canvas.enabled = true;            // Set its sorting order to the front.把它的排序顺序设置为前面。            m_Canvas.sortingOrder = Int16.MaxValue;            // Force the canvas to redraw so that it is correct before the first render.在第一次渲染前 力将会重绘。            Canvas.ForceUpdateCanvases();        }    }}

SelectionRadial.cs

using UnityEngine;using UnityEngine.UI;using System.Collections;using System;namespace VRStandardAssets.Utils{        // This class is used to control a radial bar that fills    // up as the user holds down the Fire1 button.  When it has    // finished filling it triggers an event.  It also has a    // coroutine which returns once the bar is filled.    public class SelectionRadial : MonoBehaviour    {        public event Action OnSelectionComplete;                                                // This event is triggered when the bar has filled.        [SerializeField] private float m_SelectionDuration = 2f;                                // How long it takes for the bar to fill.        [SerializeField] private bool m_HideOnStart = true;                                     // Whether or not the bar should be visible at the start.        [SerializeField] private Image m_Selection;                                             // Reference to the image who's fill amount is adjusted to display the bar.        [SerializeField] private VRInput m_VRInput;                                             // Reference to the VRInput so that input events can be subscribed to.        private Coroutine m_SelectionFillRoutine;                                               // Used to start and stop the filling coroutine based on input.        private bool m_IsSelectionRadialActive;                                                    // Whether or not the bar is currently useable.        private bool m_RadialFilled;                                                               // Used to allow the coroutine to wait for the bar to fill.        public float SelectionDuration { get { return m_SelectionDuration; } }        private void OnEnable()        {            m_VRInput.OnDown += HandleDown;            m_VRInput.OnUp += HandleUp;        }        private void OnDisable()        {            m_VRInput.OnDown -= HandleDown;            m_VRInput.OnUp -= HandleUp;        }        private void Start()        {            // Setup the radial to have no fill at the start and hide if necessary.            m_Selection.fillAmount = 0f;            if(m_HideOnStart)                Hide();        }        public void Show()        {            m_Selection.gameObject.SetActive(true);            m_IsSelectionRadialActive = true;        }        public void Hide()        {            m_Selection.gameObject.SetActive(false);            m_IsSelectionRadialActive = false;            // This effectively resets the radial for when it's shown again.            m_Selection.fillAmount = 0f;                    }        private IEnumerator FillSelectionRadial()        {            // At the start of the coroutine, the bar is not filled.            m_RadialFilled = false;            // Create a timer and reset the fill amount.            float timer = 0f;            m_Selection.fillAmount = 0f;            // This loop is executed once per frame until the timer exceeds the duration.            while (timer < m_SelectionDuration)            {                // The image's fill amount requires a value from 0 to 1 so we normalise the time.                m_Selection.fillAmount = timer / m_SelectionDuration;                // Increase the timer by the time between frames and wait for the next frame.                timer += Time.deltaTime;                yield return null;            }            // When the loop is finished set the fill amount to be full.            m_Selection.fillAmount = 1f;            // Turn off the radial so it can only be used once.            m_IsSelectionRadialActive = false;            // The radial is now filled so the coroutine waiting for it can continue.            m_RadialFilled = true;            // If there is anything subscribed to OnSelectionComplete call it.            if (OnSelectionComplete != null)                OnSelectionComplete();        }        public IEnumerator WaitForSelectionRadialToFill ()        {            // Set the radial to not filled in order to wait for it.            m_RadialFilled = false;            // Make sure the radial is visible and usable.            Show ();            // Check every frame if the radial is filled.            while (!m_RadialFilled)            {                yield return null;            }            // Once it's been used make the radial invisible.            Hide ();        }        private void HandleDown()        {            // If the radial is active start filling it.            if (m_IsSelectionRadialActive)            {                m_SelectionFillRoutine = StartCoroutine(FillSelectionRadial());            }        }        private void HandleUp()        {            // If the radial is active stop filling it and reset it's amount.            if (m_IsSelectionRadialActive)            {                if(m_SelectionFillRoutine != null)                    StopCoroutine(m_SelectionFillRoutine);                m_Selection.fillAmount = 0f;            }        }    }}

Reticle.cs

using UnityEngine;using UnityEngine.UI;namespace VRStandardAssets.Utils{    // The reticle is a small point at the centre of the screen.    // It is used as a visual aid for aiming. The position of the    // reticle is either at a default position in space or on the    // surface of a VRInteractiveItem as determined by the VREyeRaycaster.    public class Reticle : MonoBehaviour    {        [SerializeField] private float m_DefaultDistance = 5f;      // The default distance away from the camera the reticle is placed.        [SerializeField] private bool m_UseNormal;                  // Whether the reticle should be placed parallel to a surface.        [SerializeField] private Image m_Image;                     // Reference to the image component that represents the reticle.        [SerializeField] private Transform m_ReticleTransform;      // We need to affect the reticle's transform.        [SerializeField] private Transform m_Camera;                // The reticle is always placed relative to the camera.        private Vector3 m_OriginalScale;                            // Since the scale of the reticle changes, the original scale needs to be stored.        private Quaternion m_OriginalRotation;                      // Used to store the original rotation of the reticle.        public bool UseNormal        {            get { return m_UseNormal; }            set { m_UseNormal = value; }        }        public Transform ReticleTransform { get { return m_ReticleTransform; } }        private void Awake()        {            // Store the original scale and rotation.            m_OriginalScale = m_ReticleTransform.localScale;            m_OriginalRotation = m_ReticleTransform.localRotation;        }        public void Hide()        {            m_Image.enabled = false;        }        public void Show()        {            m_Image.enabled = true;        }        // This overload of SetPosition is used when the the VREyeRaycaster hasn't hit anything.        public void SetPosition ()        {            // Set the position of the reticle to the default distance in front of the camera.            m_ReticleTransform.position = m_Camera.position + m_Camera.forward * m_DefaultDistance;            // Set the scale based on the original and the distance from the camera.            m_ReticleTransform.localScale = m_OriginalScale * m_DefaultDistance;            // The rotation should just be the default.            m_ReticleTransform.localRotation = m_OriginalRotation;        }        // This overload of SetPosition is used when the VREyeRaycaster has hit something.        public void SetPosition (RaycastHit hit)        {            m_ReticleTransform.position = hit.point;            m_ReticleTransform.localScale = m_OriginalScale * hit.distance;            // If the reticle should use the normal of what has been hit...            if (m_UseNormal)                // ... set it's rotation based on it's forward vector facing along the normal.                m_ReticleTransform.rotation = Quaternion.FromToRotation (Vector3.forward, hit.normal);            else                // However if it isn't using the normal then it's local rotation should be as it was originally.                m_ReticleTransform.localRotation = m_OriginalRotation;        }    }}

VR CameraaFade

using System;using System.Collections;using UnityEngine;using UnityEngine.UI;using UnityEngine.Audio;namespace VRStandardAssets.Utils{    // This class is used to fade the entire screen to black (or    // any chosen colour).  It should be used to smooth out the    // transition between scenes or restarting of a scene.    public class VRCameraFade : MonoBehaviour    {        public event Action OnFadeComplete;                             // This is called when the fade in or out has finished.        [SerializeField] private Image m_FadeImage;                     // Reference to the image that covers the screen.        [SerializeField] private AudioMixerSnapshot m_DefaultSnapshot;  // Settings for the audio mixer to use normally.        [SerializeField] private AudioMixerSnapshot m_FadedSnapshot;    // Settings for the audio mixer to use when faded out.        [SerializeField] private Color m_FadeColor = Color.black;       // The colour the image fades out to.        [SerializeField] private float m_FadeDuration = 2.0f;           // How long it takes to fade in seconds.        [SerializeField] private bool m_FadeInOnSceneLoad = false;      // Whether a fade in should happen as soon as the scene is loaded.        [SerializeField] private bool m_FadeInOnStart = false;          // Whether a fade in should happen just but Updates start.        private bool m_IsFading;                                        // Whether the screen is currently fading.        private float m_FadeStartTime;                                  // The time when fading started.        private Color m_FadeOutColor;                                   // This is a transparent version of the fade colour, it will ensure fading looks normal.        public bool IsFading { get { return m_IsFading; } }        private void Awake()        {            m_FadeOutColor = new Color(m_FadeColor.r, m_FadeColor.g, m_FadeColor.b, 0f);            m_FadeImage.enabled = true;        }        private void Start()        {            // If applicable set the immediate colour to be faded out and then fade in.            if (m_FadeInOnStart)            {                m_FadeImage.color = m_FadeColor;                FadeIn(true);            }        }        private void OnLevelWasLoaded()        {            // If applicable set the immediate colour to be faded out and then fade in.            if (m_FadeInOnSceneLoad)            {                m_FadeImage.color = m_FadeColor;                FadeIn(true);            }        }        // Since no duration is specified with this overload use the default duration.        public void FadeOut(bool fadeAudio)        {            FadeOut(m_FadeDuration, fadeAudio);        }        public void FadeOut(float duration, bool fadeAudio)        {            // If not already fading start a coroutine to fade from the fade out colour to the fade colour.            if (m_IsFading)                return;            StartCoroutine(BeginFade(m_FadeOutColor, m_FadeColor, duration));            // Fade out the audio over the same duration.            if(m_FadedSnapshot && fadeAudio)                m_FadedSnapshot.TransitionTo (duration);        }        // Since no duration is specified with this overload use the default duration.        public void FadeIn(bool fadeAudio)        {            FadeIn(m_FadeDuration, fadeAudio);        }        public void FadeIn(float duration, bool fadeAudio)        {            // If not already fading start a coroutine to fade from the fade colour to the fade out colour.            if (m_IsFading)                return;            StartCoroutine(BeginFade(m_FadeColor, m_FadeOutColor, duration));            // Fade in the audio over the same duration.            if(m_DefaultSnapshot && fadeAudio)                m_DefaultSnapshot.TransitionTo (duration);        }        public IEnumerator BeginFadeOut (bool fadeAudio)        {            // Fade out the audio over the default duration.            if(m_FadedSnapshot && fadeAudio)                m_FadedSnapshot.TransitionTo (m_FadeDuration);            yield return StartCoroutine(BeginFade(m_FadeOutColor, m_FadeColor, m_FadeDuration));        }        public IEnumerator BeginFadeOut(float duration, bool fadeAudio)        {            // Fade out the audio over the given duration.            if(m_FadedSnapshot && fadeAudio)                m_FadedSnapshot.TransitionTo (duration);            yield return StartCoroutine(BeginFade(m_FadeOutColor, m_FadeColor, duration));        }        public IEnumerator BeginFadeIn (bool fadeAudio)        {            // Fade in the audio over the default duration.            if(m_DefaultSnapshot && fadeAudio)                m_DefaultSnapshot.TransitionTo (m_FadeDuration);            yield return StartCoroutine(BeginFade(m_FadeColor, m_FadeOutColor, m_FadeDuration));        }        public IEnumerator BeginFadeIn(float duration, bool fadeAudio)        {            // Fade in the audio over the given duration.            if(m_DefaultSnapshot && fadeAudio)                m_DefaultSnapshot.TransitionTo (duration);            yield return StartCoroutine(BeginFade(m_FadeColor, m_FadeOutColor, duration));        }        private IEnumerator BeginFade(Color startCol, Color endCol, float duration)        {            // Fading is now happening.  This ensures it won't be interupted by non-coroutine calls.            m_IsFading = true;            // Execute this loop once per frame until the timer exceeds the duration.            float timer = 0f;            while (timer <= duration)            {                // Set the colour based on the normalised time.                m_FadeImage.color = Color.Lerp(startCol, endCol, timer / duration);                // Increment the timer by the time between frames and return next frame.                timer += Time.deltaTime;                yield return null;            }            // Fading is finished so allow other fading calls again.            m_IsFading = false;            // If anything is subscribed to OnFadeComplete call it.            if (OnFadeComplete != null)                OnFadeComplete();        }    }}

ReturnToMainMenu.cs

 using UnityEngine;using System.Collections;using UnityEngine.SceneManagement;namespace VRStandardAssets.Utils{    // This class simply allows the user to return to the main menu.    public class ReturnToMainMenu : MonoBehaviour    {        [SerializeField] private string m_MenuSceneName = "MainMenu";   // The name of the main menu scene.        [SerializeField] private VRInput m_VRInput;                     // Reference to the VRInput in order to know when Cancel is pressed.        [SerializeField] private VRCameraFade m_VRCameraFade;           // Reference to the script that fades the scene to black.        private void OnEnable ()        {            m_VRInput.OnCancel += HandleCancel;        }        private void OnDisable ()        {            m_VRInput.OnCancel -= HandleCancel;        }        private void HandleCancel ()        {            StartCoroutine (FadeToMenu ());        }        private IEnumerator FadeToMenu ()        {            // Wait for the screen to fade out.            yield return StartCoroutine (m_VRCameraFade.BeginFadeOut (true));            // Load the main menu by itself.            SceneManager.LoadScene(m_MenuSceneName, LoadSceneMode.Single);        }    }}

VR Tracking Reset.cs

 using UnityEngine;using UnityEngine.VR;namespace VRStandardAssets.Utils{    // This class simply insures the head tracking behaves correctly when the application is paused.    public class VRTrackingReset : MonoBehaviour    {        private void OnApplicationPause(bool pauseStatus)        {            InputTracking.Recenter();        }    }}

以上是相机中的C#脚步代码,本来想全部注释的,后来发现英文解释很全,这里大家看英文介绍就好。有空再写环境的demo实现。

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