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Getting started with Unity and VR
Before you get started, make sure that your VR headset and controllers are properly connected to your workstation. For additional tips on how to get started with the HTC Vive headset, consult the [hardware guide]. In the SteamVR settings, make sure that the Cu...
Setting the scene
Now that all the project settings have been updated to work with our VR setup, it's time to build our VR scene. First, create a plane game object at coordinates 0,0,0 to serve as the floor. Then, create an XR Origin (VR) object. This object contains a camera o...
Basic Teleportation
Teleportation allows you to instantly move from a location to another in your VR environment. To get a teleportation system up and running, you first need to add a Locomotion System and a Teleportation Provider to your XR Origin object. Make sure that the XR O...
Customizing controls
In order to make your game or simulation more intuitive or accessible, you can modify the controller bindings inside your Unity project. Here, we will show how to change the teleportation controls from the default grip buttons to the trigger. From the Assets f...
UI events
To interact with Unity's built-in UI elements, you need to perform extra steps, particularly if you're dealing with 3D-tracked devices. The XR Interaction Toolkit package provides a number of new components that you can use to convert an XR controller to work ...
Finishing touches
Now that all the basic elements are in place, you can add some features to the scene to make it more user-friendly. First of all, change the color of the left and right controller object to easily tell them apart. To do this, click on the whole_model_group1 ob...
Initializing non-VR player character
In this tutorial, we will assume that your Unity project has already been set up for VR use with the XR Interaction Toolkit, as well as the Input System. To initialize a non-VR player character in an existing VR project in Unity, follow these steps: Create a ...
Switching from VR to non-VR mode in the Editor
Here's how to change from a VR to a non-VR player view in the Unity editor: Open your Unity project and make sure you have both the VR and non-VR player controllers set up. These controllers should be separate GameObjects, each with scripts and components a...
Switching from VR to non-VR mode at runtime
Enabling and disabling VR through keyboard input Make sure you have both the XR Origin and non-VR player controllers set up in your Unity project. These controllers should be separate scripts or components attached to the player character. Attach the "VRMo...
Inverse Kinematics Scripts
Purpose This set of scripts provides inverse kinematics solutions tailored for the UR10 robot arm, complemented by a custom actuator. It's designed to facilitate the visualization of the robot grasping and positioning boxes conveyed by a belt system. Prerequis...
Pick-and-place and IK Controller
Overview: The IKController class provides an inverse kinematics solution for robotic arms in Unity. It allows the robotic arm to adjust its joints to reach or point to a specific target position. This is achieved through the gradient descent algorithm. Propert...
Customizing the IKController for Different Applications
The IKController script is a versatile framework for inverse kinematics (IK) and can be customized for various applications. Depending on your needs, you might want to adjust several properties or change the optimization function. Here’s how you can do so: Ser...
Server Integration Basics
Introduction The Unity Server Integration package comprises three main components: LoginManager, LoginEditorWindow, and AuthTokenManager. Together, these scripts provide a solution for authenticating Unity users, fetching data from a server, and managing authe...