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Showing posts from November, 2017

Start VR development with the right toolkit

More or less one year ago I have started with developing in VR and tried several plugins and tools in Unity to implement all the basic stuff like teleporting, grabbing, triggering and so on.

The first thing you will probably try or see in Unity is the official SteamVR plugin from Valve if you have a Vive like me. Basically this SDK has everything you will need to realize your project, but it's really a very hard start if you try several things with the SteamVR SDK directly. There is no much documentation or example scenes where you can have a look at. For me it was more frustrating than helpful, so searching the Unity Asset Store and also the internet you will maybe find the VRTK (Virtual Reality Toolkit) from Harvey Ball (aka TheStoneFox).

It's the best toolkit you can get if you are try to do something in Unity for VR. You get tons of documentations for nearly all use cases you can imagine. Furthermore he has created lots of examples where you find nearly all that stuff sor…

Using the WRLD Unity SDK with a stencil mask object

Maybe you have heard about the great WRLD project, which provides a great way to display real world map data in your project. Furthermore they provide several different SDKs to access these datas. 
For a small project I needed some map data to visualize them in a 3D scene inside Unity. Using the Unity SDK from WRLD you can easily access those data and they will be displayed in your scene. Sadly they render the map all over your scene and their is no restriction in size. At least I haven't found any, even if you use their script attached to a GameObject with a specific size, the map will be displayed all over the scene. 
After some fails and searching the web I stumbled upon a video showing the usage of WRLD in a AR environment. There they do exactly what I needed. Luckily the video was made by WRLD and they also provided two very goodblog posts where they explained how they have done it. With the help of these blog posts I have implemented it without all the AR stuff and came up …