The attached PDF describes my Virtual Reality workflow and is meant to replace the two previous tutorials on this same topic. There is some new functionality but the main thing to note is that these instructions relate to Unity 2018.1, SteamVR 1.2.3, and VRTK 3.3.0.I created a series of companion videos for the original tutorial but they are now out of date. As long as you follow this written VR Tutorial, I think those videos could still be useful as a visual aid. You can find the YouTube playlist here:https://www.youtube.com/watch?v=-q965SGPzzU&=&=&list=PL0JBlaeAgD15fFWHx4d6bFTVR6Je9zCpl
The tutorial is split up into simple categories which in a lot of cases can be included in your project on an as needed basis.Amongst other things, the tutorial covers: • Software/hardware that you will need. • Download and preparation of the VRTK script files. • MicroStation’s surface normals. • Creation of collision mesh geometry. • Exporting DGN files to FBX. • Creating a Unity project. • Adding Prefabs and Scripts. • Importing FBX files. • Adding FBX files to your Scene. • Lighting setup for either Realtime or Baked lights. • Adding Reflection probes. • Making objects grabbable. • Adding ambient sound. • Creating a floating menu to: ◦ Turn ON/OFF different models. ◦ Reset grabbable object position. ◦ Play/Stop audio. ◦ Exit Scene. • Build executable code that you can view in a VR headset.Here’s a screen capture of my Unity environment, it might look daunting but it really isn’t all that bad. VR is truly a game changer and I urge everyone to give it a go :-)
MicroStation to Unity to VR - Workflow 3.pdf
Great tutorial as always!!
I see, that in the example, you work with the VRTK-toolkit. There are some very interesting tools in there.
For the people who don't like the C# scripting, in the SteamVR examples folder, there are some standard scripts, or even a complete VR Camera, that works with the HTC-Vive controlers. Here you can just drop a script on the objects you want to grab and there you go.
I'm curious to the new 2018.1 functionality. I wait until it's officially released (I have some projects I don't want to ruine with a beta). I saw some very impressive video's of the new render and material system.
> I see you work with the VRTK-toolkit. For the people who don't like the C# scripting, in the SteamVR examples folder you can just drop a script on the objects you want to grab and there you go.You see Louis, this is why it’s so good posting stuff on these forums, you pick up tips that have the potential to change your entire workflow :-) The next time I have some time to poke around the VRTK examples, I’ll definitely try and do what you suggest though I’m not sure how much customising I’ll still need to do.
> I'm curious to the new 2018.1 functionality. I wait until it's officially releasedThe beta of Unity 2018.1 is really quite stable. It took me a while to realise that the Progressive Lightmapper and the Generated Lightmap UVs were broken in Unity 2017.3 & 2017.4. I had the option of going back to Unity 2017.2 or adopting Unity 2018.1. As it’s turned out, unity 2018.1 has been a joy to use and the production release of VRTK 3.3.0 has been great too :-) > I saw some very impressive video's of the new render and material system.That does look impressive doesn’t it. I’m personally excited about the inclusion of Otoy’s OctaneRender 4.0 into Unity 2018.1. The free standalone version of OctaneRender 4.0 is coming very soon and now that Next Limit have stopped supporting the MicroStation plugin for Maxwell, I’m really excited about seeing how successfully I can get MicroStation’s FBX files into OctaneRender 4.0 :-)