EVE Valkyrie is an upcoming VR game.
ADR1FT is an upcoming VR game.
[Meta 2] is an Augmented Reality headset which is 1/3 the price of the Hololens. $949
The Samsung Gear VR connects with my Samsung Note 5. First thing I’ll put it in network adb mode so I can deploy from Unity to the phone wirelessly with it inside the Gear VR.
I have some devices already connected, so disconnect those and kill any wireless connections.
Connect the Note 5 from micro-usb to the desktop computer. The device should show in the adb device list.
List of devices attached
Now put the device in wireless mode.
C:\Users\tgraupmann>adb tcpip 5555
restarting in TCP mode port: 5555
Connect to my phone now that it’s in wireless mode. The IP address can be found under the wireless settings.
C:\Users\tgraupmann>adb connect 192.168.2.241
connected to 192.168.2.241:5555
And now Unity can deploy to the phone wirelessly.
Now create a new Unity project in the release version (5.3.3).
Set the platform to `Android` in build settings.
Set a bundle identifier in the `Android` other settings.
At this point `File->Build and Run` launches and runs on the `Note 5`.
Download [Oculus Utilities for Unity 5 SDK Examples] and unzip to a new folder. (This is the same download that I used for `Oculus Rift DK1`).
Copy the project settings into the Unity project settings (OculusUtilities_SDKExamples_0_1_3_0_beta\ProjectSettings).
Import the Oculus Unity Package (OculusUtilities_SDKExamples_0_1_3_0_beta\SDKExamples.unityPackage).
Restart Unity and reopen the project.
Be sure to put the [Oculus Signature File] into `Assets\Plugins\Android\assets`.
Open the sample scene (Assets\Scenes\FirstPerson_Sample.unity) and add it to the build list.
Let the baking process complete before hitting `File->Build and Run`.
There are white debug line appearing which can be disabled on the `DebugControls` GameObject by disabling the `OVR Debug Graph`.
If your pair a bluetooth controller (like the OUYA Controller), you can move around the scene with the left stick and look horizontally with the right stick.
And then I hooked up some zombies, of course, with [Setup For Fuse CC]. I’m getting some visual artifacting maybe caused by the near/far clip planes. This wasn’t happening with the `Oculus Rift DK1` on the same scene.
It’s not the near/far clip planes on the camera. The artifacts are happening on the terrain and on cubes on the sunny side.
The same issue persists even using the `Mobile/Diffuse` shader.
Logged the issue on the [Unity Forums].
I needed to change the light from a directional light to a baked area light.
Tweaking the Point light to mixed mode reproduces the lighting more closely with the desktop version.
I used Type: Point, Baking: Mixed, Draw Halo: true, and Range: 395.7.
[Hololens Development Edition] starts shipping March 30th, 2016 for a mere $3000.
Sean Buckley writes the not so funny article about [being too out of shape to play video games].
Adario Strange writes [Google reveals Cardboard virtual reality numbers, and VR films are the surprise winner]. The numbers are decent.
Digital Trends gave a [Hands On Virtual Tour] of OSVR which provides the standard for open devices and hacker development kits.
I’m diving into using the Oculus Rift with OSVR. The [OSVR Portal] has a document link to “Migrating Unity applications from Oculus to OSVR”.
Project Tango has a Unity project for getting started with AI rebuilding your physical environment into meshes as you walk around.
The Verge reviews Project Tango –
Purchase a Tango –
OpenCV (Open Source Computer Vision Library) is an open source computer vision and machine learning software library. OpenCV has a ton of algorithms for face and pattern detection for use in AR systems.