Creating Pointers in VR
Zenva
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TRANSCRIPT
In this lesson we're going to do an overview of what a VR pointer system should have. Whether this is for hand track controllers or for guess based interaction. So a quick recap here our interactable objects are able to detect an over event, an out event, and a button pressed event. But now our focus is going to go on the pointer system itself and there are different parts of our VR pointer system that are common to both a hand tracked system and a guess based system, so let's concentrate on those similarities. They both have a starting position which in one case can be the hand, in the other case it can be the head of the user in virtual reality, they both have a direction which is most likely going to be the forward direction and they both have an ending position which could either be when they hit an interactable object or some kind of maximum distance, because you will most likely have some kind of maximum distance in your scene and you're not going to allow the player, the user to interact with objects that are beyond that distance, especially if there's teleportation or if the users able to move around somehow. Our VR pointer system needs to be able to detect when it hits when it reaches an interactable object, so that's an important part. We need to be able to trigger event in this interactable object, so it's not just a matter of reaching them we actually have to tell our in this case our treasure chest it's like we are looking at your right now so that it can glow or change its size. And we also need to read user input. For that we are not going to implement that inside of the VR pointer system, we are going to use XR input mapping, a separate component and that is just going to tell the VR pointer system hey VR pointer system, we just pressed this button and then the VR pointer system can pass that on to our treasure chest to our interactable object. So now it is the time for challenge, I would like you to think of how a VR pointer system should be implemented, mainly just list the variables that it should contain, list the methods and the events or if any. And let's not worry about how to show how to draw this pointer system so don't worry about drawing the laser pointer or drawing the reticle we are actually going to create a VR pointer system that then can be rendered in a different manner. So the laser pointer itself, the laser itself is going to be a separate class and same thing with the reticle it's going to be separate functionality. So (mumbles) have a go and there's no single correct answer even if you don't know how to do it just try because the process of thinking how a system w ... https://www.youtube.com/watch?v=rp_FvErzGTM
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