XR
Last modified by Vennila Vilvanathan on 2024/12/10 13:11
Start here
VR and XR Basics
- Why XR?
- You don’t need to strive for realism
- Presence is about not breaking the experiences’ reality
- 6DOF or bust, except when its 360 videos
Support through SOLO
- Support for your research or educational project via SOSXR
- Open Source Packages
- External Help
- Future
- Contact
Community
Useful Resources
XR in Unity
- Covering Head-to-Toe of Unity - 2023 Resources
Example Projects
No-Code VR
Story, Sequencing, Animation, & Emotion
Animation
- Animation Basics
- Transitions vs BlendTrees
- Controlling animations via code
- Changing animations
- IK & FK
- Facial animation, emotions & speech
Blendshapes
Timeline
Asset Management
Asset Store
- The Asset Store
- Sharing & Licensing
- Working with various Assets simultaneously
- Time available to learn the ways of the asset
- Under active development?
Useful Assets
- SALSA: LipSync Emoter and EyeMovement
- Scriptable Objects Architecture
- UMotion Animation Creator
- Odin Inspector
- PlayMode Saver
- Double-Sided Shaders
- Inverse Kinematics && FinalIK
- Tweening
Creating and using Packages
Coding
Better Practices
Inheritance & Interfaces
Naming things
Testing your code
Useful C# Practices
Scriptable Objects
Events
Unity Specific
Building
- What is a build?
- To Build or not to Build?
- Build often and test the build thoroughly
- Build to Device
- Reduce Build Times
Assembly Definitions & Namespaces
Additive Scenes
Prefabs
- Prefabs
- Prefab Variants
- Caveats and possibilities
- Instantiating Prefabs && Contact them through your code
Unity Versions
- Choosing and using Unity versions
- Versions for multiple devices / developers
- Level of Risk with updating
- Downloading new versions through Unity Hub
- Downloading Archive versions
Research Specific
Unity Experiment Framework
Biopac Integration
Data
Tobii Eye Tracking
Various
Cinemachine
Networked Standalone HMD
Localisation
Multiplayer
Saving
UI