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Get Started
In this section, we will give you a very short introduction to the toolkit by guiding you to get started with a simple test redirection scenario. If you want to create your own redirection scenario or test a new redirection algorithm you will find more help in the Tutorial section. But we recommend you to start with this short and quick introduction.
- Unity Version 2019.4 (recommended)
- The HaRT_core package from our github page
- The Unity Steam VR Package and install the Unity Steam VR Modules
- Optional if used with Leap Motion: The Unity Leap Modules (Additional help)
- Optional if using Vive Pro Eye with eye tracking: SRAnipal SDK (Additional help)
- Create a new Unity project
- Import the HaRT_core Unity package: Asset->Import->CustomPackage -> HaRT_core
- Since Unity is not able to import layers, create these five new layers in your project:
- Physical/Hand
- Physical/Object
- Virtual/Hand
- Virtual/Object
- Visualization
- Physical/Hand
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Go to Plugins/ExampleScenes/ and open the GetStarted.unity
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The Scene:
Here you can see a top-down view of the GetStarted scene. In general, white objects present physical objects and green objects the virtuals. Our body is represented as a white sphere. So, in this scenario, we have a physical cube in front of us and a slightly right-shifted virtual cube. We now want to reach with our virtual hand the virtual cube in the virtual world while we reach with our physical hand the physical cube in the real world. -
Make sure that the game view is on Display 1 and hit Play
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You can now move your hand with the mouse while holding the left mouse button
- Scroll with your mouse wheel while holding the left mouse button to move the hand upwards/downwards
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Hit spacebar to start redirecting to the target
We recommend you to read over this Wiki to get an understanding of how the different components work together. You can now continue with more Tutorials or try to play with some settings in this scene:
- Most settings can be customized/changed in the [Redirection Manager](Redirection Manager)
- You can add/change virtual and physical objects, see more in [Set Up the World](Set Up the World)
- Or test the current scene with your VR setup, for this, continue reading this page.
The HaRT_core package includes all important files to run the toolkit with or without VR.
To use the toolkit in VR:
Option 1:
Use one of the VR example scenes as a starting point, for example /ExampleScenes/VR/BlockIllusionExample_VR.unity
.
Important: after starting the scene, please remember to switch the Movement
option in the Redirection Manager
to VR
(instead of Mouse
). Currently, this needs to be done each time you start the scene but we are working on a more elegant solution right now.
Option 2:
To add VR support to a scene that already works without VR, perform the following steps:
- Open the scene
- Add SteamVR's
SteamVR/Prefabs/[CameraRig]
to the scene by dragging & dropping it into the hierarchy - Navigate to the
Camera
in the[CameraRig]
and deselect underCulling Mask
bothPhysical->Hand
andPhysical->Object
(unless you want to render physical objects in the VR view for debugging purposes). - Select the
Model
GameObjects underController (right)
andController (left)
in the[CameraRig]
and set theShader
in theSteamVR_Render_Model
component toStandard
(instead ofNone
; see also here) - Select the
RedirectionManager
(child of theHaRT_core
GameObject) and set theTracked Hand
in theMovement Controller
to the GameObject representing your tracked controller/hand (for example:Controller (right)
) - Save the scene
- Hit Play
Important: after starting the scene, please remember to switch the
Movement
option in theRedirection Manager
toVR
(instead ofMouse
). Currently, this needs to be done each time you start the scene but we are working on a more elegant solution right now. - Hit spacebar to activate the redirection if it is one of our example scenes
- Redirect in VR!
- Make sure you have finished the Get Started section above successfully
- Download and install the Unity Leap Modules (Additional help)
- Import the
Core.unitypackage
that you downloaded from Leap - Download the HaRT_Leap package from our github page
- Import the hrt_Leap Unity package into your existent Unity project: Asset->Import->CustomPackage -> HaRT_Leap
- Go to /ExampleScenes/ and open the LeapMotionExample.unity
- Hit Play
Important: after starting the scene, please remember to switch the Movement
option in the Redirection Manager
to LeapMotion
(instead of Mouse
). Currently, this needs to be done each time you start the scene but we are working on a more elegant solution right now.
- Make sure you have finished the Get Started section above successfully (incl. SteamVR SDK imported into your project)
- Download the
SRAnipalInstaller
and the SRAnipal SDK from the Developer Vive Page. You have to create an HTC Vive Account in order to download the files. You can find instructions to help you get started in the following Forum Post: Getting Started Steps. - Run the
SRAnipalInstaller
, extract the files fromSDK.zip
and import theVive-SRanipal-Unity-Plugin.unitypackage
fromSDK/02_Unity
. - Download the
HaRT_VR_BlinkSuppressedHandRedirection.unitypackage
from our github page - Import the
HaRT_VR_BlinkSuppressedHandRedirection.unitypackage
into your Unity project:Assets -> Import-> CustomPackage -> HaRT_VR_BlinkSuppressedHandRedirection
- You have different options to setup the scene:
- Either run the example scene at
Assets -> Example Scenes -> VR -> BlinkSuppressedHandRedirection
- Or perform a manual setup:
- Follow the instructions under
Optional Setup -> SteamVR
above. - Add the
BodyWarping_Zenner_Regitz_Krueger_BSHR
Prefab to your scene. - Make the following changes to the
BlinkDetector
script in the Inspector:- Select a camera (e.g.
HaRT_VR -> [CameraRig] -> Camera
). - Select a virtual hand (e.g.
HaRT_VR -> Player -> VirtualHand -> SimulatedHand -> hands:r_hand_world -> hands:b_r_hand
).
- Select a camera (e.g.
- Select
BodyWarping_Zenner_Regitz_Krueger_BSHR
as Redirection Technique in theRedirectionManager
and selectVR
asMovement
option.
- Follow the instructions under
- Either run the example scene at
- Additional Options: You can simulate a blink by pressing B on your keyboard if you select the option "Test With Key B". For further options and settings please see the tooltips on
BlinkDetector.cs
.
The idea is to be able to track the hand movement using a vive tracker. Therefore you need a tracker and another controller with a touchpad. Then you place the tracker on the back of your hand and stabilize it (f.e. with a rubber around the hand). Our setup can be seen in the picture below. Once you started the scene you touch the touchpad of the controller with the fingertip of your index finger. The calibration starts automatically.
First you need to import the Vive Input Utility Plugin from the Asset Store. Vive Input Utility Plugin Developer Vive Page