![]() ![]() For example, the "teleport" prefabs offer straight line drawn, but if you want that sort of bezier curve to the ground teleport, it uses little balls to show the path. I have VRTK and it is almost there, but no nearly customizable enough. I will check out NewtonVR, but this is also my problem. ![]() Reddit Logo created by /u/big-ish from /r/redditlogos! ![]() Long series.ĬSS created by Sean O'Dowd, Maintained and updated by Louis Hong /u/loolo78 Favors theory over implementation but leaves source in video description. Normally part of a series.Īlmost entirely shader tutorials. Lots of graphics/shader programming tutorials in addition to "normal" C# tutorials. Using Version Control with Unit圓d (Mercurial) Related SubredditsĬoncise tutorials. Unity Game Engine Syllabus (Getting Started Guide)ĥ0 Tips and Best Practices for Unity (2016 Edition) Lots of professionals hang out there.įreeNode IRC Chatroom Helpful Unit圓D Links Use the chat room if you're new to Unity or have a quick question. Please refer to our Wiki before posting! And be sure to flair your post appropriately. Remember to check out /r/unity2D for any 2D specific questions and conversation! A User Showcase of the Unity Game Engine. Also interested in the 3D UI which is pretty rough now but shows some promise.News, Help, Resources, and Conversation. I have many ways to improve the visual detail, probably want to add lighting and fog and everything, using a progressive renderer like I have experimented with on iOS. I add some FXAA to try to cut down on aliasing. If you have a crappy card and are seeing frame rate issues, go to SteamVR Developer settings, and lower the resolution even further. The image is rendered at 60% resolution to keep the frame rate high. I want to add some of this in the future. Some of my favorites (with more info) can be found here: įor rendering efficiency - there is no lighting, normals calculation, fog, etc. I like using long skinnies for primitives instead spheres:Ĭoloring - The renderer colors based on iteration count only, indexing into a color map. Screenshots from FORM Kaleidoscopic IFS(_FractalType = 1.0) Straight out of this sick demo… Found this code which I still don’t understand but produces many interesting variants that are not seen in the original demo like: Screenshot from FORM Hartverdrahtet Demo(_FractalType = 0.5) Inconsistent Scales: polygon geometry (controllers, sliders, ui) is rendered at a different scale than the fractal, so they don’t composite correctly.Ībout the Fractals Mandelbox (_FractalType = 0.0) So if there is a world that looks very distorted and flattened, just skip to the next one. Squashed Worlds: Some presets are corrupted (because quaternions). If you zoom in too far, everything will disappear. There is LOD in the renderer that will make things further away less detailed. You can zoom into the wrong spot, and totally change the scale of the world and then you won’t be able to go anywhere. Zooming in too far : Zooming is awesome, but must be done carefully. Having these visible will override the preset when it is loaded, so it’s better to keep this hidden with the onscreen button.įor beginners or in a public scenario, the advanced controls should probably be disabled. These can accidentally be clicked while using the trackball, and are very sensitive.ģD Boxes - The position and rotation of the gray and white box controls some parameters of the fractal. Sliders - using NewtonVR for interactions, there are some sliders to manipulate fractal parameters. Onscreen GUI toggles two types of controls I’m working on: To Rotate: Grip Points rotate around the trackball center.To Scale: Increase or decrease the distance between hands.To Translate: Move both hands in the same direction.The midpoint between the hands is the center of the trackball.hold the grip buttons on both hands simultaneously.In VR it is slightly different, and will take some getting used to but it’s probably worth it because it’s awesome. This is a common form of 3D manipulation on 2D screens. The distance from the controller to head is the speed.Controller orientation controls flying direction.Right Trigger = forward left trigger = backwards.Encourage clicking the thumb pad (next preset).Click “disable sliders” on the onscreen GUI.I’d love for anyone who has any feedback to email me: nshelton at gmail dot com Requirements I haven’t had time ot do all the features I wanted, so I decided to release it in its half baked state. Have you ever wanted to fly around in fractals in 3D in VR? NOW YOU CANįORM is a VR Fractal Visualizer, controller, and 3D manipulation Free VR Fractal Visualizer & Manipulation Software for Vive ![]()
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