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Oculus Hand Demo

A working demo of a grabbable sphere object and the Oculus Avatar SDK prefabs.

Installation

Requires:

  • Unity 2018.2.9
  • Oculus Integration from the Unity Asset Store

Preview

Preview

Design Process

  • Open up Unity
    • This takes a little while so do that before anything else. Be sure to open the project
  • Download the Unity packages from https://developer.oculus.com/downloads/unity/
    • Download Oculus Avatar SDK and Oculus Platform SDK
    • Inside the Unity folder of each of these archives, drop the unitypackage file into Unity’s Project tab
  • In the Unity Asset Store, search for “Oculus Integration” and download, import
    • Click on “Go ahead” if you see the prompt
    • If prompted to update and restart, restart Unity! Otherwise, you will run into problems with tracking (like phasing through the floor, I had this happen several times!)
  • In the SampleScene
    • Right click, create a 3D Object > Plane
      • Set position coordinates to 0, 0, 0
  • Right click, create a 3D Object > Cube
    • Set y-coordinate to 0.5
  • In the Project tab
    • Right click on Assets, create a Material. Name it “Cube”
    • Set the Albedo color to whatever you’ve like. This is the color of the cube we just created
    • Drag the material onto the 3D cube in the scene
    • This is going to serve as our table for the object we wish to grab
  • In the SampleScene
    • Right click, create a 3D Object > Sphere
      • Set the y-coordinate position to 0.6
      • Set scale to 0.2 for all 3
    • Add a Rigidbody to this object so that it gets affected by gravity and movement
  • Click Edit > Project Settings > Player
    • Under the XR Settings tab, turn on “Virtual Reality Supported”
    • At this stage, if you were to click “Run”, you can look around in your world using the Oculus
  • Inside Assets > Oculus > VR > Prefabs
    • Add the OVRPlayerController to the scene
    • Set the position to X: -2, Y: 1
    • This lets us move our avatar around using the joysticks on the left and right hands
  • Inside Assets > Oculus > Avatar > Content > Prefabs
    • Open up OVR PlayerController > OVRCameraRig > TrackingSpace and drop the LocalAvatar
    • This lets you see your hands
    • We can change the material of the hands by opening LocalAvatar and modifying hand_left or hand_right. Let’s drag our Cube material onto hand_left_renderPart
  • Making things grabbable!
    • Now, we need to add the OVR Grabber script to our Left and Right Hand Anchors
    • Select both LeftHandAnchor and RightHandAnchor at the same time and click “Add Component”.
    • Search OVR Grabber (or navigate to Oculus > VR > Scripts > Util)
    • Click “Add Component” and search for “Sphere Collider”. Toggle “Is Trigger” on
    • In the Rigidbody section, toggle “Use Gravity” off and “Is Kinematic” on. This is required for grabbing to work
    • Click on each anchor and drag the object from the scene over to the setting in the OVR Grabber script that says “Grip Transform”
      • This is where grabbed objects will transform to
    • Open the “Grab Volumes” tab and set the size to 1. This is where we specify a grab collider. Here, we also want to drag the object from the scene.
    • For each respective hand, also set the “Controller” to L Touch or R Touch
      • This is the button that triggers grabbing
  • Make the sphere grabbable
    • Click on the sphere object and “Add Component” > OVR Grabbable. Make sure this script is turned on. It loads off by default
    • This is where you can specify things like what position the object should be when it gets grabbed, how the object should face, etc.

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Small demo for using Oculus Rift hands

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