设备安装:HTC View
驱动安装:Steam - SteamVR
设备激活
Unity开发
下载安装开发包
Asset Store - SteamVR Plugin
SteamVRDemo1-镜头
SteamVRDemo2-交互场景
Demo1-交互基础部分
手柄按键
正面:
----系统
----触控盘(半径为1的二维坐标)
----手柄开关(单击激活,长按关闭)
侧面:
----侧面按键
背面:
----扳机键
场景摄像头设置
Camera添加SteamVR组件,即可完成头戴摄像机功能
按键输入设置
手部设备
代码逻辑
创建枚举类型,区分左右手柄
双手武器,需要获取另外一只手的引用
/// <summary>
/// 手柄类型 用于初始化手柄设备
/// </summary>
public HandType handType = HandType.LeftHand;
// 手上拿的武器是单手还是双手的
public ItemPackage.ItemPackageType itemType = ItemPackage.ItemPackageType.OneHanded;
public HandDevice otherHand = null;
/// <summary>
/// 控制手柄的设备
/// </summary>
public SteamVR_Controller.Device controller;
SteamVR_Controller类
通用按键(通过枚举类型和键值控制相应按键)
public bool GetPress(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) != ; }
public bool GetPressDown(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) != && (prevState.ulButtonPressed & buttonMask) == ; }
public bool GetPressUp(ulong buttonMask) { Update(); return (state.ulButtonPressed & buttonMask) == && (prevState.ulButtonPressed & buttonMask) != ; } public bool GetPress(EVRButtonId buttonId) { return GetPress(1ul << (int)buttonId); }
public bool GetPressDown(EVRButtonId buttonId) { return GetPressDown(1ul << (int)buttonId); }
public bool GetPressUp(EVRButtonId buttonId) { return GetPressUp(1ul << (int)buttonId); }
触控盘(方法,枚举,轴值)
public bool GetTouch(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) != ; }
public bool GetTouchDown(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) != && (prevState.ulButtonTouched & buttonMask) == ; }
public bool GetTouchUp(ulong buttonMask) { Update(); return (state.ulButtonTouched & buttonMask) == && (prevState.ulButtonTouched & buttonMask) != ; } public bool GetTouch(EVRButtonId buttonId) { return GetTouch(1ul << (int)buttonId); }
public bool GetTouchDown(EVRButtonId buttonId) { return GetTouchDown(1ul << (int)buttonId); }
public bool GetTouchUp(EVRButtonId buttonId) { return GetTouchUp(1ul << (int)buttonId); } public Vector2 GetAxis(EVRButtonId buttonId = EVRButtonId.k_EButton_SteamVR_Touchpad)
{
Update();
var axisId = (uint)buttonId - (uint)EVRButtonId.k_EButton_Axis0;
switch (axisId)
{
case : return new Vector2(state.rAxis0.x, state.rAxis0.y);
case : return new Vector2(state.rAxis1.x, state.rAxis1.y);
case : return new Vector2(state.rAxis2.x, state.rAxis2.y);
case : return new Vector2(state.rAxis3.x, state.rAxis3.y);
case : return new Vector2(state.rAxis4.x, state.rAxis4.y);
}
return Vector2.zero;
}
震动方法,只有触控盘和侧面按键有
public void TriggerHapticPulse(ushort durationMicroSec = , EVRButtonId buttonId = EVRButtonId.k_EButton_SteamVR_Touchpad)
{
var system = OpenVR.System;
if (system != null)
{
var axisId = (uint)buttonId - (uint)EVRButtonId.k_EButton_Axis0;
system.TriggerHapticPulse(index, axisId, (char)durationMicroSec);
}
}
扳机键(方法,枚举,轴值)
public float hairTriggerDelta = 0.1f; // amount trigger must be pulled or released to change state
float hairTriggerLimit;
bool hairTriggerState, hairTriggerPrevState;
void UpdateHairTrigger()
{
hairTriggerPrevState = hairTriggerState;
var value = state.rAxis1.x; // trigger
if (hairTriggerState)
{
if (value < hairTriggerLimit - hairTriggerDelta || value <= 0.0f)
hairTriggerState = false;
}
else
{
if (value > hairTriggerLimit + hairTriggerDelta || value >= 1.0f)
hairTriggerState = true;
}
hairTriggerLimit = hairTriggerState ? Mathf.Max(hairTriggerLimit, value) : Mathf.Min(hairTriggerLimit, value);
}
public bool GetHairTrigger() { Update(); return hairTriggerState; }
public bool GetHairTriggerDown() { Update(); return hairTriggerState && !hairTriggerPrevState; }
public bool GetHairTriggerUp() { Update(); return !hairTriggerState && hairTriggerPrevState; }
侧面按键(枚举)
Demo2-交互升级部分-射击
private void InputDebug()
{
if (controller == null) return;
// 按扳机键
if (controller.GetPressDown(EVRButtonId.k_EButton_SteamVR_Trigger)
|| controller.GetPressDown(EVRButtonId.k_EButton_Axis1))
{
Debug.Log("按下扳机键");
GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
obj.transform.localScale = Vector3.one * 0.1f;
obj.transform.position = transform.position;
Rigidbody rig = obj.AddComponent<Rigidbody>();
rig.AddForce(transform.forward * 400f);
Destroy(obj, 2f);
}
//if (controller.GetTouch(EVRButtonId.k_EButton_Axis0))
//{
// Debug.Log("接触了触控盘");
//}
if (controller.GetPressDown(EVRButtonId.k_EButton_SteamVR_Touchpad)
|| controller.GetPressDown(EVRButtonId.k_EButton_Axis0))
{
Debug.Log("按下触控盘");
}
// 获得触控盘轴值 轴值在半径为1的圆上
Vector2 touchPad = controller.GetAxis();
if (touchPad != Vector2.zero)
{
Debug.Log("touchPad : " + touchPad);
GameObject obj = GameObject.CreatePrimitive(PrimitiveType.Sphere);
obj.transform.localScale = Vector3.one * 0.01f;
obj.transform.position = new Vector3(touchPad.x, , touchPad.y);
}
if (controller.GetPressDown(EVRButtonId.k_EButton_Grip))
{
Debug.Log("Grip...侧面按键被按下");
StartCoroutine(TriggerHapticPulse());
}
}
VR界面UI
世界坐标系,画布渲染模式改成世界空间
UI都需要改成3D的