Unity3D关于VR的Demo(一)

https://blog.csdn.net/qq_15807167/article/details/52048998?locationNum=8&fps=1

最近有点忙,只有挤时间去了解VR这方面的Demo了,之前关注了一个Android平台的视频VR的demo研读的差不多了,现在开始关注Unity3d建造VR游戏环境的demo. 
Android下demo例子地址。 
https://github.com/ashqal/MD360Player4AndroidVR视频播放demo 
https://github.com/ejeinc/RajawaliCardboardExamplecardboard的demo

正题

前提界面介绍

初始界面。 
这里写图片描述
主界面 
这里写图片描述
飞机游戏的模型界面 
这里写图片描述
迷宫的模型界面 
这里写图片描述
射击场景有两个 一个是180度的视角比较远,一个是360度的视角(等距离) 
这里写图片描述
这里写图片描述

 了解结构

  • 我们从飞机那个unity的工程中来看,其Hierarchy的结构(主要讲重点部分) 
    这里写图片描述
  • 首先我们从相机开始说起 
    这里写图片描述
    • 首先我们从每个C#脚本去看实现的过程 
      这里写图片描述
      VREyeRaycaster.cs
using System;
using UnityEngine;

namespace VRStandardAssets.Utils
{
    // In order to interact with objects in the scene
    // this class casts a ray into the scene and if it finds
    // a VRInteractiveItem it exposes it for other classes to use. // This script should be generally be placed on the camera. //为了与场景中的物体相互作用 //这个类投射到场景中的光线,如果它发现 // vrinteractiveitem它暴露了它的其他类使用。 //这个脚本应该被放置在相机上。 public class VREyeRaycaster : MonoBehaviour { public event Action<RaycastHit> OnRaycasthit; // This event is called every frame that the user's gaze is over a collider. [SerializeField] private Transform m_Camera; [SerializeField] private LayerMask m_ExclusionLayers; // Layers to exclude from the raycast. 光线投射的层 [SerializeField] private Reticle m_Reticle; // The reticle, if applicable.网线 [SerializeField] private VRInput m_VrInput; // Used to call input based events on the current VRInteractiveItem. [SerializeField] private bool m_ShowDebugRay; // Optionally show the debug ray.是否显示调试光线 [SerializeField] private float m_DebugRayLength = 5f; // Debug ray length.光线的长度 [SerializeField] private float m_DebugRayDuration = 1f; // How long the Debug ray will remain visible.光线存活时间 [SerializeField] private float m_RayLength = 500f; // How far into the scene the ray is cast.光线投射到场景的距离 private VRInteractiveItem m_CurrentInteractible; //The current interactive item 当前交互点 private VRInteractiveItem m_LastInteractible; //The last interactive item 最后交互点 //从其他类中获得当前的交互点 // Utility for other classes to get the current interactive item public VRInteractiveItem CurrentInteractible { get { return m_CurrentInteractible; } } private void OnEnable() { m_VrInput.OnClick += HandleClick; m_VrInput.OnDoubleClick += HandleDoubleClick; m_VrInput.OnUp += HandleUp; m_VrInput.OnDown += HandleDown; } private void OnDisable () { m_VrInput.OnClick -= HandleClick; m_VrInput.OnDoubleClick -= HandleDoubleClick; m_VrInput.OnUp -= HandleUp; m_VrInput.OnDown -= HandleDown; } //unity的更新方法 private void Update() { EyeRaycast(); } private void EyeRaycast() { //如果是必要的话,则显示调试线(在unity上设置 ) // Show the debug ray if required if (m_ShowDebugRay) { Debug.DrawRay(m_Camera.position, m_Camera.forward * m_DebugRayLength, Color.blue, m_DebugRayDuration); } //创建相机前方的光线 // Create a ray that points forwards from the camera. Ray ray = new Ray(m_Camera.position, m_Camera.forward); RaycastHit hit; //这里主要判断前方光线的展示与否 // Do the raycast forweards to see if we hit an interactive item if (Physics.Raycast(ray, out hit, m_RayLength, ~m_ExclusionLayers)) { VRInteractiveItem interactible = hit.collider.GetComponent<VRInteractiveItem>(); //attempt to get the VRInteractiveItem on the hit object m_CurrentInteractible = interactible; // If we hit an interactive item and it's not the same as the last interactive item, then call Over if (interactible && interactible != m_LastInteractible) interactible.Over(); // Deactive the last interactive item if (interactible != m_LastInteractible) DeactiveLastInteractible(); m_LastInteractible = interactible; // Something was hit, set at the hit position. if (m_Reticle) m_Reticle.SetPosition(hit); if (OnRaycasthit != null) OnRaycasthit(hit); } else { // Nothing was hit, deactive the last interactive item. DeactiveLastInteractible(); m_CurrentInteractible = null; // Position the reticle at default distance. if (m_Reticle) m_Reticle.SetPosition(); } } private void DeactiveLastInteractible() { if (m_LastInteractible == null) return; m_LastInteractible.Out(); m_LastInteractible = null; } private void HandleUp() { if (m_CurrentInteractible != null) m_CurrentInteractible.Up(); } private void HandleDown() { if (m_CurrentInteractible != null) m_CurrentInteractible.Down(); } private void HandleClick() { if (m_CurrentInteractible != null) m_CurrentInteractible.Click(); } private void HandleDoubleClick() { if (m_CurrentInteractible != null) m_CurrentInteractible.DoubleClick(); } } }
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148
  • 149
  • 150

VRCameraUi.cs

 using System;
using UnityEngine;

namespace VRStandardAssets.Utils
{    //这类保证UI(如网线和选择吧)
    //正确地设置。
    // This class ensures that the UI (such as the reticle and selection bar) // are set up correctly. public class VRCameraUI : MonoBehaviour { [SerializeField] private Canvas m_Canvas; // Reference to the canvas containing the UI.包含用户界面的画布的参考。 private void Awake() { // Make sure the canvas is on.确保画布上。 m_Canvas.enabled = true; // Set its sorting order to the front.把它的排序顺序设置为前面。 m_Canvas.sortingOrder = Int16.MaxValue; // Force the canvas to redraw so that it is correct before the first render.在第一次渲染前 力将会重绘。 Canvas.ForceUpdateCanvases(); } } }
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26

SelectionRadial.cs

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System;

namespace VRStandardAssets.Utils
{    
    // This class is used to control a radial bar that fills // up as the user holds down the Fire1 button. When it has // finished filling it triggers an event. It also has a // coroutine which returns once the bar is filled. public class SelectionRadial : MonoBehaviour { public event Action OnSelectionComplete; // This event is triggered when the bar has filled. [SerializeField] private float m_SelectionDuration = 2f; // How long it takes for the bar to fill. [SerializeField] private bool m_HideOnStart = true; // Whether or not the bar should be visible at the start. [SerializeField] private Image m_Selection; // Reference to the image who's fill amount is adjusted to display the bar. [SerializeField] private VRInput m_VRInput; // Reference to the VRInput so that input events can be subscribed to. private Coroutine m_SelectionFillRoutine; // Used to start and stop the filling coroutine based on input. private bool m_IsSelectionRadialActive; // Whether or not the bar is currently useable. private bool m_RadialFilled; // Used to allow the coroutine to wait for the bar to fill. public float SelectionDuration { get { return m_SelectionDuration; } } private void OnEnable() { m_VRInput.OnDown += HandleDown; m_VRInput.OnUp += HandleUp; } private void OnDisable() { m_VRInput.OnDown -= HandleDown; m_VRInput.OnUp -= HandleUp; } private void Start() { // Setup the radial to have no fill at the start and hide if necessary. m_Selection.fillAmount = 0f; if(m_HideOnStart) Hide(); } public void Show() { m_Selection.gameObject.SetActive(true); m_IsSelectionRadialActive = true; } public void Hide() { m_Selection.gameObject.SetActive(false); m_IsSelectionRadialActive = false; // This effectively resets the radial for when it's shown again. m_Selection.fillAmount = 0f; } private IEnumerator FillSelectionRadial() { // At the start of the coroutine, the bar is not filled. m_RadialFilled = false; // Create a timer and reset the fill amount. float timer = 0f; m_Selection.fillAmount = 0f; // This loop is executed once per frame until the timer exceeds the duration. while (timer < m_SelectionDuration) { // The image's fill amount requires a value from 0 to 1 so we normalise the time. m_Selection.fillAmount = timer / m_SelectionDuration; // Increase the timer by the time between frames and wait for the next frame. timer += Time.deltaTime; yield return null; } // When the loop is finished set the fill amount to be full. m_Selection.fillAmount = 1f; // Turn off the radial so it can only be used once. m_IsSelectionRadialActive = false; // The radial is now filled so the coroutine waiting for it can continue. m_RadialFilled = true; // If there is anything subscribed to OnSelectionComplete call it. if (OnSelectionComplete != null) OnSelectionComplete(); } public IEnumerator WaitForSelectionRadialToFill () { // Set the radial to not filled in order to wait for it. m_RadialFilled = false; // Make sure the radial is visible and usable. Show (); // Check every frame if the radial is filled. while (!m_RadialFilled) { yield return null; } // Once it's been used make the radial invisible. Hide (); } private void HandleDown() { // If the radial is active start filling it. if (m_IsSelectionRadialActive) { m_SelectionFillRoutine = StartCoroutine(FillSelectionRadial()); } } private void HandleUp() { // If the radial is active stop filling it and reset it's amount. if (m_IsSelectionRadialActive) { if(m_SelectionFillRoutine != null) StopCoroutine(m_SelectionFillRoutine); m_Selection.fillAmount = 0f; } } } }
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148

Reticle.cs

using UnityEngine;
using UnityEngine.UI;

namespace VRStandardAssets.Utils
{
    // The reticle is a small point at the centre of the screen.
    // It is used as a visual aid for aiming. The position of the
    // reticle is either at a default position in space or on the // surface of a VRInteractiveItem as determined by the VREyeRaycaster. public class Reticle : MonoBehaviour { [SerializeField] private float m_DefaultDistance = 5f; // The default distance away from the camera the reticle is placed. [SerializeField] private bool m_UseNormal; // Whether the reticle should be placed parallel to a surface. [SerializeField] private Image m_Image; // Reference to the image component that represents the reticle. [SerializeField] private Transform m_ReticleTransform; // We need to affect the reticle's transform. [SerializeField] private Transform m_Camera; // The reticle is always placed relative to the camera. private Vector3 m_OriginalScale; // Since the scale of the reticle changes, the original scale needs to be stored. private Quaternion m_OriginalRotation; // Used to store the original rotation of the reticle. public bool UseNormal { get { return m_UseNormal; } set { m_UseNormal = value; } } public Transform ReticleTransform { get { return m_ReticleTransform; } } private void Awake() { // Store the original scale and rotation. m_OriginalScale = m_ReticleTransform.localScale; m_OriginalRotation = m_ReticleTransform.localRotation; } public void Hide() { m_Image.enabled = false; } public void Show() { m_Image.enabled = true; } // This overload of SetPosition is used when the the VREyeRaycaster hasn't hit anything. public void SetPosition () { // Set the position of the reticle to the default distance in front of the camera. m_ReticleTransform.position = m_Camera.position + m_Camera.forward * m_DefaultDistance; // Set the scale based on the original and the distance from the camera. m_ReticleTransform.localScale = m_OriginalScale * m_DefaultDistance; // The rotation should just be the default. m_ReticleTransform.localRotation = m_OriginalRotation; } // This overload of SetPosition is used when the VREyeRaycaster has hit something. public void SetPosition (RaycastHit hit) { m_ReticleTransform.position = hit.point; m_ReticleTransform.localScale = m_OriginalScale * hit.distance; // If the reticle should use the normal of what has been hit... if (m_UseNormal) // ... set it's rotation based on it's forward vector facing along the normal. m_ReticleTransform.rotation = Quaternion.FromToRotation (Vector3.forward, hit.normal); else // However if it isn't using the normal then it's local rotation should be as it was originally. m_ReticleTransform.localRotation = m_OriginalRotation; } } }
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82

VR CameraaFade

using System;
using System.Collections;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Audio; namespace VRStandardAssets.Utils { // This class is used to fade the entire screen to black (or // any chosen colour). It should be used to smooth out the // transition between scenes or restarting of a scene. public class VRCameraFade : MonoBehaviour { public event Action OnFadeComplete; // This is called when the fade in or out has finished. [SerializeField] private Image m_FadeImage; // Reference to the image that covers the screen. [SerializeField] private AudioMixerSnapshot m_DefaultSnapshot; // Settings for the audio mixer to use normally. [SerializeField] private AudioMixerSnapshot m_FadedSnapshot; // Settings for the audio mixer to use when faded out. [SerializeField] private Color m_FadeColor = Color.black; // The colour the image fades out to. [SerializeField] private float m_FadeDuration = 2.0f; // How long it takes to fade in seconds. [SerializeField] private bool m_FadeInOnSceneLoad = false; // Whether a fade in should happen as soon as the scene is loaded. [SerializeField] private bool m_FadeInOnStart = false; // Whether a fade in should happen just but Updates start. private bool m_IsFading; // Whether the screen is currently fading. private float m_FadeStartTime; // The time when fading started. private Color m_FadeOutColor; // This is a transparent version of the fade colour, it will ensure fading looks normal. public bool IsFading { get { return m_IsFading; } } private void Awake() { m_FadeOutColor = new Color(m_FadeColor.r, m_FadeColor.g, m_FadeColor.b, 0f); m_FadeImage.enabled = true; } private void Start() { // If applicable set the immediate colour to be faded out and then fade in. if (m_FadeInOnStart) { m_FadeImage.color = m_FadeColor; FadeIn(true); } } private void OnLevelWasLoaded() { // If applicable set the immediate colour to be faded out and then fade in. if (m_FadeInOnSceneLoad) { m_FadeImage.color = m_FadeColor; FadeIn(true); } } // Since no duration is specified with this overload use the default duration. public void FadeOut(bool fadeAudio) { FadeOut(m_FadeDuration, fadeAudio); } public void FadeOut(float duration, bool fadeAudio) { // If not already fading start a coroutine to fade from the fade out colour to the fade colour. if (m_IsFading) return; StartCoroutine(BeginFade(m_FadeOutColor, m_FadeColor, duration)); // Fade out the audio over the same duration. if(m_FadedSnapshot && fadeAudio) m_FadedSnapshot.TransitionTo (duration); } // Since no duration is specified with this overload use the default duration. public void FadeIn(bool fadeAudio) { FadeIn(m_FadeDuration, fadeAudio); } public void FadeIn(float duration, bool fadeAudio) { // If not already fading start a coroutine to fade from the fade colour to the fade out colour. if (m_IsFading) return; StartCoroutine(BeginFade(m_FadeColor, m_FadeOutColor, duration)); // Fade in the audio over the same duration. if(m_DefaultSnapshot && fadeAudio) m_DefaultSnapshot.TransitionTo (duration); } public IEnumerator BeginFadeOut (bool fadeAudio) { // Fade out the audio over the default duration. if(m_FadedSnapshot && fadeAudio) m_FadedSnapshot.TransitionTo (m_FadeDuration); yield return StartCoroutine(BeginFade(m_FadeOutColor, m_FadeColor, m_FadeDuration)); } public IEnumerator BeginFadeOut(float duration, bool fadeAudio) { // Fade out the audio over the given duration. if(m_FadedSnapshot && fadeAudio) m_FadedSnapshot.TransitionTo (duration); yield return StartCoroutine(BeginFade(m_FadeOutColor, m_FadeColor, duration)); } public IEnumerator BeginFadeIn (bool fadeAudio) { // Fade in the audio over the default duration. if(m_DefaultSnapshot && fadeAudio) m_DefaultSnapshot.TransitionTo (m_FadeDuration); yield return StartCoroutine(BeginFade(m_FadeColor, m_FadeOutColor, m_FadeDuration)); } public IEnumerator BeginFadeIn(float duration, bool fadeAudio) { // Fade in the audio over the given duration. if(m_DefaultSnapshot && fadeAudio) m_DefaultSnapshot.TransitionTo (duration); yield return StartCoroutine(BeginFade(m_FadeColor, m_FadeOutColor, duration)); } private IEnumerator BeginFade(Color startCol, Color endCol, float duration) { // Fading is now happening. This ensures it won't be interupted by non-coroutine calls. m_IsFading = true; // Execute this loop once per frame until the timer exceeds the duration. float timer = 0f; while (timer <= duration) { // Set the colour based on the normalised time. m_FadeImage.color = Color.Lerp(startCol, endCol, timer / duration); // Increment the timer by the time between frames and return next frame. timer += Time.deltaTime; yield return null; } // Fading is finished so allow other fading calls again. m_IsFading = false; // If anything is subscribed to OnFadeComplete call it. if (OnFadeComplete != null) OnFadeComplete(); } } }
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42
  • 43
  • 44
  • 45
  • 46
  • 47
  • 48
  • 49
  • 50
  • 51
  • 52
  • 53
  • 54
  • 55
  • 56
  • 57
  • 58
  • 59
  • 60
  • 61
  • 62
  • 63
  • 64
  • 65
  • 66
  • 67
  • 68
  • 69
  • 70
  • 71
  • 72
  • 73
  • 74
  • 75
  • 76
  • 77
  • 78
  • 79
  • 80
  • 81
  • 82
  • 83
  • 84
  • 85
  • 86
  • 87
  • 88
  • 89
  • 90
  • 91
  • 92
  • 93
  • 94
  • 95
  • 96
  • 97
  • 98
  • 99
  • 100
  • 101
  • 102
  • 103
  • 104
  • 105
  • 106
  • 107
  • 108
  • 109
  • 110
  • 111
  • 112
  • 113
  • 114
  • 115
  • 116
  • 117
  • 118
  • 119
  • 120
  • 121
  • 122
  • 123
  • 124
  • 125
  • 126
  • 127
  • 128
  • 129
  • 130
  • 131
  • 132
  • 133
  • 134
  • 135
  • 136
  • 137
  • 138
  • 139
  • 140
  • 141
  • 142
  • 143
  • 144
  • 145
  • 146
  • 147
  • 148
  • 149
  • 150
  • 151
  • 152
  • 153
  • 154
  • 155
  • 156
  • 157
  • 158
  • 159
  • 160
  • 161
  • 162
  • 163
  • 164
  • 165
  • 166
  • 167
  • 168

ReturnToMainMenu.cs

 using UnityEngine;
using System.Collections;
using UnityEngine.SceneManagement;

namespace VRStandardAssets.Utils
{
    // This class simply allows the user to return to the main menu.
    public class ReturnToMainMenu : MonoBehaviour { [SerializeField] private string m_MenuSceneName = "MainMenu"; // The name of the main menu scene. [SerializeField] private VRInput m_VRInput; // Reference to the VRInput in order to know when Cancel is pressed. [SerializeField] private VRCameraFade m_VRCameraFade; // Reference to the script that fades the scene to black. private void OnEnable () { m_VRInput.OnCancel += HandleCancel; } private void OnDisable () { m_VRInput.OnCancel -= HandleCancel; } private void HandleCancel () { StartCoroutine (FadeToMenu ()); } private IEnumerator FadeToMenu () { // Wait for the screen to fade out. yield return StartCoroutine (m_VRCameraFade.BeginFadeOut (true)); // Load the main menu by itself. SceneManager.LoadScene(m_MenuSceneName, LoadSceneMode.Single); } } }
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • 19
  • 20
  • 21
  • 22
  • 23
  • 24
  • 25
  • 26
  • 27
  • 28
  • 29
  • 30
  • 31
  • 32
  • 33
  • 34
  • 35
  • 36
  • 37
  • 38
  • 39
  • 40
  • 41
  • 42

VR Tracking Reset.cs

 using UnityEngine;
using UnityEngine.VR;

namespace VRStandardAssets.Utils
{
    // This class simply insures the head tracking behaves correctly when the application is paused.
    public class VRTrackingReset : MonoBehaviour { private void OnApplicationPause(bool pauseStatus) { InputTracking.Recenter(); } } } 
  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15

以上是相机中的C#脚步代码,本来想全部注释的,后来发现英文解释很全,这里大家看英文介绍就好。有空再写环境的demo实现。

版权声明:商业用途请联系博主,非商业转载请标明出处。 https://blog.csdn.net/qq_15807167/article/details/52048998

猜你喜欢

转载自www.cnblogs.com/jukan/p/8981048.html