A collection of useful scripts and prefabs for building SteamVR titles in Unity 5.
To all those lovely people who want to give donations, instead of
donating, consider supporting me by buying my latest game on
Steam - Holodaze
for HTC Vive. At least this way, I make a bit of
money and you get something to play!
View Holodaze on the Steam Store
This Toolkit requires the SteamVR Plugin from the Unity Asset Store to be imported into your Unity project.
There is a public Trello board available here to view what is currently being worked on and to vote on planned features.
- Clone this repository
git clone https://github.com/thestonefox/SteamVR_Unity_Toolkit.git
- Open the
SteamVR_Unity_Toolkit
within Unity3d - Import the SteamVR Plugin from the Unity Asset Store
- Browse the
Examples
scenes for example usage of the scripts
- How to create a new project using this toolkit along with the SteamVR Unity Plugin:
- View answer video on Youtube
- Pointer beams/teleporting no longer works after a project build and running from that build:
- View answer video on Youtube
This toolkit provides many common VR functionality within Unity3d such as (but not limited to):
- Controller button events with common aliases
- Controller world pointers (e.g. laser pointers)
- Player teleportation
- Grabbing/holding objects using the controllers
- Interacting with objects using the controllers
The toolkit is heavily inspired and based upon the SteamVR Plugin for Unity3d Github Repo.
The reason this toolkit exists is because I found the SteamVR plugin to contain confusing to use or broken code and I decided to build a collection of scripts/assets that I would find useful when building for VR within Unity3d.
This toolkit project is split into three main sections:
- Prefabs -
SteamVR_Unity_Toolkit/Prefabs/
- Scripts -
SteamVR_Unity_Toolkit/Scripts/
- Examples -
SteamVR_Unity_Toolkit/Examples/
The SteamVR_Unity_Toolkit
directory is where all of the relevant
files are kept and this directory can be simply copied over to an
existing project. The Examples
directory contains useful scenes
showing the SteamVR_Unity_Toolkit
in action.
The available Prefabs are:
[CameraRig]
FramesPerSecondCanvas
The [CameraRig]
has been taken directly from the SteamVR Unity
plugin example: SteamVR/Extras/SteamVR_TestThrow
scene as it includes
the relevant Model
children on the controller (which seem to b
missing from the default prefab in the SteamVR plugin
SteamVR/Prefabs/[CameraRig].prefab
.
The SteamVR_Unity_Toolkit/Prefabs/[CameraRig]
can be dropped into
any scene to provide instant access to a VR game camera via the VR
headset and tracking of the VR controllers including model
representations.
This canvas adds a frames per second text element to the headset. To use the prefab it must be placed into the scene then the headset camera needs attaching to the canvas:
- Select
FramesPerSecondCanvas
object from the scene objects - Find the
Canvas
component - Set the
Render Camera
parameter toCamera (eye)
which can be found in the[CameraRig]
prefab.
There are a number of parameters that can be set on the Prefab.
Expanding the FramesPerSecondCanvas
object in the hierarchy view
shows the child FramesPerSecondText
obejct and clicking on that
reveals additional paramters which can be set via the
FramesPerSecondViewer
script (which can be found in
SteamVR_Unity_Toolkit/Scripts/Helper/FramesPerSecondViewer
)
The following script parameters are available:
- Display FPS: Toggles whether the FPS text is visible.
- Target FPS: The frames per second deemed acceptable that is used as the benchmark to change the FPS text colour.
- Font Size: The size of the font the FPS is displayed in.
- Position: The position of the FPS text within the headset view.
- Good Color: The colour of the FPS text when the frames per second are within reasonable limits of the Target FPS.
- Warn Color: The colour of the FPS text when the frames per second are falling short of reasonable limits of the Target FPS.
- Bad Color: The colour of the FPS text when the frames per second are at an unreasonable level of the Target FPS.
An example of the FramesPerSecondCanvas
Prefab can be viewed in
the scene SteamVR_Unity_Toolkit/Examples/018_CameraRig_FramesPerSecondCounter
which displays the frames per second in the centre of the headset view.
Pressing the trigger generates a new sphere and pressing the touchpad
generates ten new spheres. Eventually when lots of spheres are present
the FPS will drop and demonstrate the prefab.
This directory contains all of the toolkit scripts that add VR functionality to Unity.
The current available scripts are:
The Controller Actions script provides helper methods to deal with common controller actions. The following public methods are available:
- IsControllerVisible(): returns true is the controller model is visible, returns false if it is not visible.
- ToggleControllerModel(bool on): sets the visibility of the controller model to the given boolean state. If true is passed then the controller model is displayed, if false is passed then the controller model is hidden.
- TriggerHapticPulse(int duration, ushort strength): initiates the controller to begin vibrating for the given tick duration provided in the first parameter at a vibration intensity given as the strength parameter. The max strength that can be provided is 3999, any number higher than that will be capped.
An example of the VRTK_ControllerActions
script can be viewed in
the scene SteamVR_Unity_Toolkit/Examples/016_Controller_HapticRumble
which demonstrates the ability to hide a controller model and make
the controller vibrate for a given length of time at a given intensity.
The Controller Events script is attached to a Controller object within
the [CameraRig]
prefab and provides event listeners for every button
press on the controller (excluding the System Menu button as this
cannot be overriden and is always used by Steam).
When a controller button is pressed, the script emits an event to denote that the button has been pressed which allows other scripts to listen for this event without needing to implement any controller logic.
The script also has a public boolean pressed state for the buttons to allow the script to be queried by other scripts to check if a button is being held down.
When a controller button is released, the script also emits an event denoting that the button has been released.
The controller touchpad has two states, it can either be touched
where the user simply presses their finger on the pressure sensitive
pad or it can be clicked
where the user presses down on the pad until
it makes a clicking sound.
The Controller Events script deals with both touchpad touch and click events separately.
There are two button axis on the controller:
- Touchpad touch position, which has an x and y value depending on where the touchpad is currently being touched.
- Trigger button, which has an x value depending on how much the trigger button is being depressed.
There are two additional events emitted when either the Touchpad axis or the Trigger axis change their value which can be used to determine the change in either of the axis for finer control such as using the Touchpad to move a character, or knowing the pressure that the trigger is being pressed.
The Touchpad Axis is reported via the TouchpadAxis
payload variable
which is updated on any Controller Event.
The Trigger Axis is reported via the buttonPressure
payload variable
which is updated on any Controller Event. Any other button press will
report a button pressure of 1 or 0 as all other buttons are digital
(they are either clicked or not clicked) but because the Trigger is
analog it will report a varying button pressure.
The amount of fidelity in the changes on the axis can be
determined by the axisFidelity
parameter on the script, which is
defaulted to 1. Any number higher than 2 will probably give too
sensitive results.
The event payload that is emitted contains:
- controllerIndex: The index of the controller that was used.
- buttonPressure: A float between 0f and 1f of the amount of. pressure being applied to the button pressed.
- touchpadAxis: A Vector2 of the position the touchpad is touched at.
There are also common action aliases that are emitted when controller buttons are pressed. These action aliases can be mapped to a preferred controller button. The aliases are:
- Toggle Pointer: Common action of turning a laser pointer on/off
- Toggle Grab: Common action of grabbing game objects
- Toggle Use: Common action of using game objects
- Toggle Menu: Common action of bringing up an in-game menu
Each of the above aliases can have the preferred controller button mapped to their usage by selecting it from the drop down on the script parameters window.
When the set button is pressed it will emit the actual button event as well as an additional event that the alias is "On". When the set button is released it will emit the actual button event as well as an additional event that the alias button is "Off".
Listening for these alias events rather than the actual button events means it's easier to customise the controller buttons to the actions they should perform.
An example of the VRTK_ControllerEvents
script can be viewed in
the scene SteamVR_Unity_Toolkit/Examples/002_Controller_Events
and code examples
of how the events are utilised and listened to can be viewed in the
script SteamVR_Unity_Toolkit/Examples/Resources/Scripts/VRTK_ControllerEvents_ListenerExample.cs
The Simple Pointer emits a coloured beam from the end of the controller to simulate a laser beam. It can be useful for pointing to objects within a scene and it can also determine the object it is pointing at and the distance the object is from the controller the beam is being emitted from.
The laser beam is activated by default by pressing the Grip
on the
controller. The event it is listening for is the AliasPointer
events
so the pointer toggle button can be set by changing the
Pointer Toggle
button on the VRTK_ControllerEvents
script
parameters.
The Simple Pointer script is attached to a Controller object within the
[CameraRig]
prefab and the Controller object also requires the
VRTK_ControllerEvents
script to be attached as it uses this for
listening to the controller button events for enabling and disabling
the beam.
The following script parameters are available:
- Pointer Hit Color: The colour of the beam when it is colliding with a valid target. It can be set to a different colour for each controller.
- Pointer Miss Color: The colour of the beam when it is not hitting a valid target. It can be set to a different colour for each controller.
- Show Play Area Cursor: If this is enabled then the play area boundaries are displayed at the tip of the pointer beam in the current pointer colour.
- Play Area Cursor Dimensions: Determines the size of the play area cursor and collider. If the values are left as zero then the Play Area Cursor will be sized to the calibrated Play Area space.
- Handle Play Area Cursor Collisions: If this is ticked then if
the play area cursor is colliding with any other object then the
pointer colour will change to the
Pointer Miss Color
and theWorldPointerDestinationSet
event will not be triggered, which will prevent teleporting into areas where the play area will collide. - Enable Teleport: If this is checked then the teleport flag is set to true in the Destination Set event so teleport scripts will know whether to action the new destination. This allows controller beams to be enabled on a controller but never trigger a teleport (if this option is unchecked).
- Beam Always On: If this is checked the the pointer beam is always visible but the Destination Set event is still only emitted when the assigned button is pressed.
- Activate Delay: The time in seconds (based on a 60 frame per second update tick) to delay the pointer beam being able to be active again. Useful for preventing constant beams for teleporting.
- Pointer Thickness: The thickness and length of the beam can also be set on the script as well as the ability to toggle the sphere beam tip that is displayed at the end of the beam (to represent a cursor).
- Pointer Length: The distance the beam will project before stopping.
- Show Pointer Tip: Toggle whether the cursor is shown on the end of the pointer beam.
The Simple Pointer object extends the VRTK_WorldPointer
abstract
class and therefore emits the same events and payload.
An example of the VRTK_SimplePointer
script can be viewed in
the scene SteamVR_Unity_Toolkit/Examples/003_Controller_SimplePointer
and
code examples of how the events are utilised and listened to can be
viewed in the script
SteamVR_Unity_Toolkit/Examples/Resources/Scripts/VRTK_ControllerPointerEvents_ListenerExample.cs
The Bezier Pointer emits a curved line (made out of game objects) from the end of the controller to a point on a ground surface (at any height). It is more useful than the Simple Laser Pointer for traversing objects of various heights as the end point can be curved on top of objects that are not visible to the player.
The laser beam is activated by default by pressing the Grip
on the
controller. The event it is listening for is the AliasPointer
events
so the pointer toggle button can be set by changing the
Pointer Toggle
button on the VRTK_ControllerEvents
script
parameters.
The Bezier Pointer script is attached to a Controller object within the
[CameraRig]
prefab and the Controller object also requires the
VRTK_ControllerEvents
script to be attached as it uses this for
listening to the controller button events for enabling and disabling
the beam.
The following script parameters are available:
- Pointer Hit Color: The colour of the beam when it is colliding with a valid target. It can be set to a different colour for each controller.
- Pointer Miss Color: The colour of the beam when it is not hitting a valid target. It can be set to a different colour for each controller.
- Show Play Area Cursor: If this is enabled then the play area boundaries are displayed at the tip of the pointer beam in the current pointer colour.
- Play Area Cursor Dimensions: Determines the size of the play area cursor and collider. If the values are left as zero then the Play Area Cursor will be sized to the calibrated Play Area space.
- Handle Play Area Cursor Collisions: If this is ticked then if
the play area cursor is colliding with any other object then the
pointer colour will change to the
Pointer Miss Color
and theWorldPointerDestinationSet
event will not be triggered, which will prevent teleporting into areas where the play area will collide. - Enable Teleport: If this is checked then the teleport flag is set to true in the Destination Set event so teleport scripts will know whether to action the new destination. This allows controller beams to be enabled on a controller but never trigger a teleport (if this option is unchecked).
- Beam Always On: If this is checked the the pointer beam is always visible but the Destination Set event is still only emitted when the assigned button is pressed.
- Activate Delay: The time in seconds (based on a 60 frame per second update tick) to delay the pointer beam being able to be active again. Useful for preventing constant beams for teleporting.
- Pointer Length: The length of the projected forward pointer beam, this is basically the distance able to point from the controller potiion.
- Pointer Density: The number of items to render in the beam bezier curve. A high number here will most likely have a negative impact of game performance due to large number of rendered objects.
- Show Pointer Cursor: A cursor is displayed on the ground at the location the beam ends at, it is useful to see what height the beam end location is, however it can be turned off by toggling this.
- Pointer Cursor Radius: The size of the ground pointer cursor, This number also affects the size of the objects in the bezier curve beam. The larger the raduis, the larger the objects will be.
- Beam Curve Offset: The amount of height offset to apply to the projected beam to generate a smoother curve even when the beam is pointing straight.
- Custom Pointer Tracer: A custom Game Object can be applied here to use instead of the default sphere for the beam tracer. The custom Game Object will match the rotation of the controller.
- Custom Pointer Cursor: A custom Game Object can be applied here to use instead of the default flat cylinder for the pointer cursor.
The Bezier Pointer object extends the VRTK_WorldPointer
abstract
class and therefore emits the same events and payload.
An example of the VRTK_BezierPointer
script can be viewed in
the scene SteamVR_Unity_Toolkit/Examples/009_Controller_BezierPointer
which is used in conjunction with the Height Adjust Teleporter shows
how it is possible to traverse different height objects using the
curved pointer without needing to see the top of the object.
Another example can be viewed in the scene
SteamVR_Unity_Toolkit/Examples/012_Controller_PointerWithAreaCollision
that shows how a Bezier Pointer with the Play Area Cursor and Collision
Detection enabled can be used to traverse a game area but not allow
teleporting into areas where the walls or other objects would fall into
the play area space enabling the player to enter walls.
The bezier curve generation code is in another script located at
SteamVR_Unity_Toolkit/Scripts/Helper/CurveGenerator.cs
and was
heavily inspired by the tutorial and code from Catlike Coding.
The basic teleporter updates the [CameraRig]
x/z position in the
game world to the position of a World Pointer's tip location which is
set via the WorldPointerDestinationSet
event. The y position is never
altered so the basic teleporter cannot be used to move up and down
game objects as it only allows for travel across a flat plane.
The Basic Teleport script is attached to the [CameraRig]
prefab and
requires an implementation of the WorldPointer script to be attached
to another game object (e.g. VRTK_SimplePointer attached to
the Controller object).
The following script parameters are available:
- Blink Transition Speed: The fade blink speed can be changed on
the basic teleport script to provide a customised teleport experience.
Setting the speed to 0 will mean no fade blink effect is present.
The fade is achieved via the
SteamVR_Fade.cs
script in the SteamVR Unity Plugin scripts. - Distance Blink Delay: A range between 0 and 32 that determines how long the blink transition will stay blacked out depending on the distance being teleported. A value of 0 will not delay the teleport blink effect over any distance, a value of 32 will delay the teleport blink fade in even when the distance teleported is very close to the original position. This can be used to simulate time taking longer to pass the further a user teleports. A value of 16 provides a decent basis to simulate this to the user.
- Headset Position Compensation: If this is checked then the teleported location will be the position of the headset within the play area. If it is unchecked then the teleported location will always be the centre of the play area even if the headset position is not in the centre of the play area.
- Ignore Target With Tag Or Class: A string that specifies an object Tag or the name of a Script attached to an obejct and notifies the teleporter that the destination is to be ignored so the user cannot teleport to that location. It also ensure the pointer colour is set to the miss colour.
An example of the VRTK_BasicTeleport
script can be viewed in the
scene SteamVR_Unity_Toolkit/Examples/004_CameraRig_BasicTeleport
.
The scene uses the VRTK_SimplePointer
script on the Controllers to
initiate a laser pointer with the Controller Grip
button and when
the laser pointer is deactivated (release the Grip
) then the player
is teleported to the location of the laser pointer tip.
The height adjust teleporter extends the basic teleporter and allows
for the y position of the [CameraRig]
to be altered based on whether
the teleport location is on top of another object.
Like the basic teleporter the Height Adjust Teleport script is attached
to the [CameraRig]
prefab and requires a World Pointer to be
available.
The following script parameters are available:
- Blink Transition Speed: The fade blink speed on teleport.
- Distance Blink Delay: A range between 0 and 32 that determines how long the blink transition will stay blacked out depending on the distance being teleported. A value of 0 will not delay the teleport blink effect over any distance, a value of 32 will delay the teleport blink fade in even when the distance teleported is very close to the original position. This can be used to simulate time taking longer to pass the further a user teleports. A value of 16 provides a decent basis to simulate this to the user.
- Headset Position Compensation: If this is checked then the teleported location will be the position of the headset within the play area. If it is unchecked then the teleported location will always be the centre of the play area even if the headset position is not in the centre of the play area.
- Ignore Target With Tag Or Class: A string that specifies an object Tag or the name of a Script attached to an obejct and notifies the teleporter that the destination is to be ignored so the user cannot teleport to that location. It also ensure the pointer colour is set to the miss colour.
- Play Space Falling: Checks if the player steps off an object into a part of their play area that is not on the object then they are automatically teleported down to the nearest floor.
The Play Space Falling
option also works in the opposite way that if
the player's headset is above an object then the player is teleported
automatically on top of that object, which is useful for simulating
climbing stairs without needing to use the pointer beam location. If this
option is turned off then the player can hover in mid air at
the same y position of the object they are standing on.
An example of the VRTK_HeightAdjustTeleport
script can be viewed
in the scene SteamVR_Unity_Toolkit/Examples/007_CameraRig_HeightAdjustTeleport
.
The scene has a collection of varying height objects that the player
can either walk up and down or use the laser pointer to climb on top
of them.
Another example can be viewed in the scene
SteamVR_Unity_Toolkit/Examples/010_CameraRig_TerrainTeleporting
which shows how the teleportation of a player can also traverse
terrain colliders.
Another example can be viewed in the scene
SteamVR_Unity_Toolkit/Examples/020_CameraRig_MeshTeleporting
which shows how the teleportation of a player can also traverse
mesh colliders.
The purpose of the Headset Collision Fade is to detect when the user's VR headset collides with another game object and fades the screen to a solid colour. This is to deal with a player putting their head into a game object and seeing the inside of the object clipping, which is an undesired effect.
The reasoning behind this is if the player puts their head where it shouldn't be, then fading to a colour (e.g. black) will make the player realise they've done something wrong and they'll probably naturally step backwards.
If the headset is colliding then the teleport action is also disabled to prevent cheating by clipping through walls.
If using Unity 5.3
or older then the Headset Collision Fade
script is attached to the Camera (head)
object within the
[CameraRig]
prefab.
If using Unity 5.4
or newer then the Headset Collision Fade
script is attached to the Camera (eye)
object within the
[CameraRig]->Camera (head)
prefab.
The following script parameters are available:
- Blink Transition Speed: The fade blink speed on collision.
- Fade Color: The colour to fade the headset to on collision.
The following events are emitted:
- HeadsetCollisionDetect: Emitted when the user's headset collides with another game object.
- HeadsetCollisionEnded: Emitted when the user's headset stops colliding with a game object.
The event payload that is emitted contains:
- collider: The Collider of the game object the headset has collided with.
- currentTransform: The current Transform of the object that the Headset Collision Fade script is attached to (Camera).
An example of the VRTK_HeadsetCollisionFade
script can be
viewed in the scene SteamVR_Unity_Toolkit/Examples/011_Camera_HeadSetCollisionFading
.
The scene has collidable walls around the play area and if the player
puts their head into any of the walls then the headset will fade to
black.
The concept that the VR user has a physical in game presence which is accomplished by adding a collider and a rigidbody at the position the user is standing within their play area. This physical collider and rigidbody will prevent the user from ever being able to walk through walls or intersect other collidable objects. The height of the collider is determined by the height the user has the headset at, so if the user crouches then the collider shrinks with them, meaning it's possible to crouch and crawl under low ceilings.
The following script parameters are available:
- Headset Y Offset: The box collider which is created for the user is set at a height from the user's headset position. If the collider is required to be lower to allow for room between the play area collider and the headset then this offset value will shorten the height of the generated box collider.
- Ignore Grabbed Collisions: If this is checked then any items that are grabbed with the controller will not collide with the box collider and rigid body on the play area. This is very useful if the user is required to grab and wield objects because if the collider was active they would bounce off the play area collider.
An example of the VRTK_PlayerPresence
script can be viewed in
the scene SteamVR_Unity_Toolkit/Examples/017_CameraRig_TouchpadWalking
.
The scene has a collection of walls and slopes that can be traversed by
the user with the touchpad but the user cannot pass through the objects
as they are collidable and the rigidbody physics won't allow the
intersection to occur.
The ability to move the play area around the game world by sliding a
finger over the touchpad is achieved using this script. The
Touchpad Walking script is applied to the [CameraRig]
prefab and
adds a rigidbody and a box collider to the user's position to
prevent them from walking through other collidable game objects.
If the Headset Collision Fade script has been applied to the Camera prefab, then if a user attempts to collide with an object then their position is reset to the last good known position. This can happen if the user is moving through a section where they need to crouch and then they stand up and collide with the ceiling. Rather than allow a user to do this and cause collision resolution issues it is better to just move them back to a valid location. This does break immersion but the user is doing something that isn't natural.
The following script parameters are available:
- Max Walk Speed: The maximum speed the play area will be moved when the touchpad is being touched at the extremes of the axis. If a lower part of the touchpad axis is touched (nearer the centre) then the walk speed is slower.
- Deceleration: The speed in which the play area slows down to a complete stop when the user is no longer touching the touchpad. This deceleration effect can ease any motion sickness that may be suffered.
An example of the VRTK_TouchpadWalking
script can be viewed in
the scene SteamVR_Unity_Toolkit/Examples/017_CameraRig_TouchpadWalking
.
The scene has a collection of walls and slopes that can be traversed by
the user with the touchpad. There is also an area that can only be
traversed if the user is crouching. Standing up in this crouched area
will cause the user to appear back at their last good known position.
The Interactable Object script is attached to any game object that is required to be interacted with (e.g. via the controllers).
The following script parameters are available:
######Touch Interactions
- Highlight On Touch: The object will only highlight when a controller touches it if this is checked.
- Touch Highligt Color: The colour to highlight the object
when it is touched. This colour will override any globally set
color (for instance on the
VRTK_InteractTouch
script).
######Grab Interactions
- Is Grabbable: Determines if the object can be grabbed
- Hold Button To Grab: If this is checked then the grab button on the controller needs to be continually held down to keep grabbing. If this is unchecked the grab button toggles the grab action with one button press to grab and another to release.
- Pause Collisions On Grab: If this is checked then collisions with the Interactable Object are temporarily disabled whilst the object snaps to the controller. This is useful if a game object may get stuck inside another object when it is being grabbed.
- Grab Snap Type: This sets the snap type of the object when it is grabbed.
Simple_Snap
snaps the grabbed object's central position to the controller attach point (default is controller tip).Rotation_Snap
snaps the grabbed object to a specific rotation which is provided as a Vector3 in theSnap To Rotation
parameter.Precision_Snap
does not snap the object's position to the controller and picks the object up at the point the controller is touching the object (like a real life hand picking something up).Handle_Snap
allows for an empty GameObject as a child of the interactable object to be used as the reference snap point. On grab, this empty GameObject rotation and position is used to orientate the grabbed interactable object to the controller.- Snap To Rotation: A Vector3 of EulerAngles that determines the rotation of the object in relation to the controller on snap. This is useful for picking up guns or swords where the relative rotation to the controller is important for ease of use.
- Snap To Position: A Vector3 that determines the position of the object in relation to the controller on snap.
- Snap Handle: A Transform provided as an empty game object which must be the child of the item being grabbed and serves as an orientation point to rotate and position the grabbed item in relation to the grabbing controller.
######Grab Mechanics
- Grab Attach Type: This determines how the grabbed item will be attached to the controller when it is grabbed.
Fixed Joint
attaches the object to the controller with a fixed joint meaning it tracks the position and rotation of the controller with perfect 1:1 tracking.Spring Joint
attaches the object to the controller with a spring joint meaing there is some flexibility between the item and the controller force moving the item. This works well when attempting to pull an item rather than snap the item directly to the controller. It creates the illusion that the item has resistence to move it.Track Object
doesn't attach the object to the controller via a joint, instead it ensures the object tracks the direction of the controller, which works well for items that are on hinged joints.Child Of Controller
simply makes the object a child of the controller grabbing so it naturally tracks the position of the controller motion.- Detach Threshold: The force amount when to detach the object from the grabbed controller. If the controller tries to exert a force higher than this threshold on the object (from pulling it through another object or pushing it into another object) then the joint holding the object to the grabbing controller will break and the object will no longer be grabbed. This also works with Tracked Object grabbing but determines how far the controller is from the object before breaking the grab.
- Spring Joint Strength: The strength of the spring holding the object to the controller. A low number will mean the spring is very loose and the object will require more force to move it, a high number will mean a tight spring meaning less force is required to move it.
- Spring Joint Damper: The amount to damper the spring effect when using a Spring Joint grab mechanic. A higher number here will reduce the oscillation effect when moving jointed Interactable Objects.
######Use Interactions
- Is Usable: Determines if the object can be used
- Hold Button To Use: If this is checked then the use button on the controller needs to be continually held down to keep using. If this is unchecked the the use button toggles the use action with one button press to start using and another to stop using.
- Pointer Activates Use Action: If this is checked then when
a World Pointer beam (projected from the controller) hits the
interactable object, if the object has
Hold Button To Use
unchecked then whilst the pointer is over the object it will run it'sUsing
method. IfHold Button To Use
is unchecked then theUsing
method will be run when the pointer is deactivated. The world pointer will not throw theDestination Set
event if it is affecting an interactable object with this setting checked as this prevents unwanted teleporting from happening when using an object with a pointer.
The following events are emitted:
- InteractableObjectTouched: Emitted when another object touches the current object.
- InteractableObjectUntouched: Emitted when the other object stops touching the current object.
- InteractableObjectGrabbed: Emitted when another object grabs the current object (e.g. a controller).
- InteractableObjectUngrabbed: Emitted when the other object stops grabbing the current object.
- InteractableObjectUsed: Emitted when another object uses the current object (e.g. a controller).
- InteractableObjectUnused: Emitted when the other object stops using the current object.
The event payload that is emitted contains:
- interactingObject: The object that is initiating the interaction (e.g. a controller)
The basis of this script is to provide a simple mechanism for identifying objects in the game world that can be grabbed or used but it is expected that this script is the base to be inherited into a script with richer functionality.
An example of the VRTK_InteractableObject
can be viewed in the
scene SteamVR_Unity_Toolkit/Examples/005_Controller_BasicObjectGrabbing
.
The scene also uses the VRTK_InteractTouch
and VRTK_InteractGrab
scripts on the controllers to show how an interactable object can be
grabbed and snapped to the controller and thrown around the game world.
Another example can be viewed in the scene
SteamVR_Unity_Toolkit/Examples/013_Controller_UsingAndGrabbingMultipleObjects
.
The scene shows mutltiple objects that can be grabbed by holding the
buttons or grabbed by toggling the button click and also has objects
that can have their Using state toggled to show how mutliple items can
be turned on at the same time.
The Interact Touch script is attached to a Controller object within the
[CameraRig]
prefab.
The following script parameters are available:
- Hide Controller On Touch: Hides the controller model when a valid touch occurs
- Hide Controller Delay: The amount of seconds to wait before hiding the controller on touch.
- Global Touch Highlight Color: If the interactable object can be highlighted when it's touched but no local colour is set then this global colour is used.
The following events are emitted:
- ControllerTouchInteractableObject: Emitted when a valid object is touched
- ControllerUntouchInteractableObject: Emitted when a valid object is no longer being touched
The event payload that is emitted contains:
- controllerIndex: The index of the controller doing the interaction
- target: The GameObject of the interactable object that is being interacted with by the controller
An example of the VRTK_InteractTouch
can be viewed in the
scene SteamVR_Unity_Toolkit/Examples/005_Controller/BasicObjectGrabbing
.
The scene demonstrates the highlighting of objects that have the
VRTK_InteractableObject
script added to them to show the ability to
highlight interactable objects when they are touched by the
controllers.
The Interact Grab script is attached to a Controller object
within the [CameraRig]
prefab and the Controller object
requires the VRTK_ControllerEvents
script to be attached as it
uses this for listening to the controller button events for grabbing
and releasing interactable game objects. It listens for the
AliasGrabOn
and AliasGrabOff
events to determine when an object
should be grabbed and should be released.
The Controller object also requires the VRTK_InteractTouch
script
to be attached to it as this is used to determine when an interactable
object is being touched. Only valid touched objects can be grabbed.
An object can be grabbed if the Controller touches a game object which
contains the VRTK_InteractableObject
script and has the flag
isGrabbable
set to true
.
If a valid interactable object is grabbable then pressing the set
Grab
button on the Controller (default is Trigger
) will grab and
snap the object to the controller and will not release it until the
Grab
button is released.
When the Controller Grab
button is released, if the interactable
game object is grabbable then it will be propelled in the direction
and at the velocity the controller was at, which can simulate object
throwing.
The interactable objects require a collider to activate the trigger and a rigidbody to pick them up and move them around the game world.
The following script parameters are available:
- Controller Attach Point: The rigidbody point on the controller model to snap the grabbed object to (defaults to the tip)
- Hide Controller On Grab: Hides the controller model when a valid grab occurs
- Hide Controller Delay: The amount of seconds to wait before hiding the controller on grab.
- Grab Precognition: An amount of time between when the grab button is pressed to when the controller is touching something to grab it. For example, if an object is falling at a fast rate, then it is very hard to press the grab button in time to catch the object due to human reaction times. A higher number here will mean the grab button can be pressed before the controller touches the object and when the collision takes place, if the grab button is still being held down then the grab action will be successful.
- Create Rigid Body When Not Touching: If this is checked and the controller is not touching an Interactable Object when the grab button is pressed then a rigid body is added to the controller to allow the controller to push other rigid body objects around.
The following events are emitted:
- ControllerGrabInteractableObject: Emitted when a valid object is grabbed
- ControllerUngrabInteractableObject: Emitted when a valid object is released from being grabbed
The event payload that is emitted contains:
- controllerIndex: The index of the controller doing the interaction
- target: The GameObject of the interactable object that is being interacted with by the controller
An example of the VRTK_InteractGrab
can be viewed in the
scene SteamVR_Unity_Toolkit/Examples/005_Controller/BasicObjectGrabbing
.
The scene demonstrates the grabbing of interactable objects that have
the VRTK_InteractableObject
script attached to them. The objects can
be picked up and thrown around.
More complex examples can be viewed in the scene
SteamVR_Unity_Toolkit/Examples/013_Controller_UsingAndGrabbingMultipleObjects
which demonstrates that each controller can grab and use objects
independently and objects can also be toggled to their use state
simultaneously. The scene
SteamVR_Unity_Toolkit/Examples/014_Controller_SnappingObjectsOnGrab
demonstrates the different mechanisms for snapping a grabbed object to
the controller.
The Interact Use script is attached to a Controller object
within the [CameraRig]
prefab and the Controller object
requires the VRTK_ControllerEvents
script to be attached as it
uses this for listening to the controller button events for using
and stop using interactable game objects. It listens for the
AliasUseOn
and AliasUseOff
events to determine when an object
should be used and should stop using.
The Controller object also requires the VRTK_InteractTouch
script
to be attached to it as this is used to determine when an interactable
object is being touched. Only valid touched objects can be used.
An object can be used if the Controller touches a game object which
contains the VRTK_InteractableObject
script and has the flag
isUsable
set to true
.
If a valid interactable object is usable then pressing the set
Use
button on the Controller (default is Trigger
) will call the
StartUsing
method on the touched interactable object.
The following script parameters are available:
- Hide Controller On Use: Hides the controller model when a valid use action starts
- Hide Controller Delay: The amount of seconds to wait before hiding the controller on use.
The following events are emitted:
- ControllerUseInteractableObject: Emitted when a valid object starts being used
- ControllerUnuseInteractableObject: Emitted when a valid object stops being used
The event payload that is emitted contains:
- controllerIndex: The index of the controller doing the interaction
- target: The GameObject of the interactable object that is being interacted with by the controller
An example can be viewed in the scene
SteamVR_Unity_Toolkit/Examples/006_Controller_UsingADoor
. Which
simulates using a door object to open and close it. It also has a cube
on the floor that can be grabbed to show how interactable objects can
be usable or grabbable.
Another example can be viewed in the scene
SteamVR_Unity_Toolkit/Examples/008_Controller_UsingAGrabbedObject
which shows that objects can be grabbed with one button and used with
another (e.g. firing a gun).
To allow for reusablity and object consistency, a collection of abstract classes are provided which can be used to extend into a concrete class providing consistent functionality across many different scripts without needing to duplicate code.
The current abstract classes are available:
This abstract class provides any game pointer the ability to know the the state of the implemented pointer and emit an event to other scripts in the game world.
The World Pointer also provides a play area cursor to be displayed for all cursors that utilise this class. The play area cursor is a representation of the current calibrated play area space and is useful for visualising the potential new play area space in the game world prior to teleporting. It can also handle collisions with objects on the new play area space and prevent teleporting if there are any collisions with objects at the potential new destination.
The play area collider does not work well with terrains as they are uneven and cause collisions regularly so it is recommended that handling play area collisions is not enabled when using terrains.
The following script parameters are available:
- Pointer Hit Color: The colour of the beam when it is colliding with a valid target. It can be set to a different colour for each controller.
- Pointer Miss Color: The colour of the beam when it is not hitting a valid target. It can be set to a different colour for each controller.
- Show Play Area Cursor: If this is enabled then the play area boundaries are displayed at the tip of the pointer beam in the current pointer colour.
- Play Area Cursor Dimensions: Determines the size of the play area cursor and collider. If the values are left as zero then the Play Area Cursor will be sized to the calibrated Play Area space.
- Handle Play Area Cursor Collisions: If this is ticked then if
the play area cursor is colliding with any other object then the
pointer colour will change to the
Pointer Miss Color
and theWorldPointerDestinationSet
event will not be triggered, which will prevent teleporting into areas where the play area will collide. - Enable Teleport: If this is checked then the teleport flag is set to true in the Destination Set event so teleport scripts will know whether to action the new destination. This allows controller beams to be enabled on a controller but never trigger a teleport (if this option is unchecked).
- Beam Always On: If this is checked the the pointer beam is always visible but the Destination Set event is still only emitted when the assigned button is pressed.
- Activate Delay: The time in seconds (based on a 60 frame per second update tick) to delay the pointer beam being able to be active again. Useful for preventing constant beams for teleporting.
The following events are emitted:
- WorldPointerIn: When the pointer collides with another game object.
- WorldPointerOut: When the pointer stops colliding with the game object.
- WorldPointerDestinationSet: When the pointer is no longer
active in the scene to determine the last destination position of
the pointer end (useful for selecting and teleporting). This event
is not emitted if the pointer is colliding with an interactable
object that has the
Pointer Activates Use Action
set to true.
The event payload that is emitted contains:
- controllerIndex: The index of the controller emitting the beam
- distance: The distance the target is from the controller
- target: The Transform of the object that the pointer is touching
- tipPosition: The world position of the end of the pointer
- enableTeleport: Whether the controller should trigger teleport
This directory contains Unity3d scenes that demonstrate the scripts and prefabs being used in the game world to create desired functionality.
There is also a /Resources/Scripts
directory within the
SteamVR_Unity_Toolkit/Examples
directory that contains helper scripts
utilised by the example scenes to highlight certain functionality
(such as event listeners). These example scripts are not required for
real world usage.
The current examples are:
-
001_CameraRig_VR_PlayArea: A simple scene showing the
[CameraRig]
prefab usage. -
002_Controller_Events: A simple scene displaying the events from the controller in the console window.
-
003_Controller_SimplePointer: A scene with basic objects that can be pointed at with the laser beam from the controller activated by the
Grip
button. The pointer events are also displayed in the console window. -
004_CameraRig_BasicTeleport: A scene with basic objects that can be traversed using the controller laser beam to point at an object in the game world where the player is to be teleported to by pressing the controller
Grip
button. When theGrip
button is released, the player is teleported to the laser beam end location. -
005_Controller_BasicObjectGrabbing: A scene with a selection of objects that can be grabbed by touching them with the controller and pressing the
Trigger
button down. Releasing the trigger button will propel the object in the direction and velocity of the grabbing controller. The scene also demonstrates simple highlighting of objects when the controller touches them. The interaction events are also displayed in the console window. -
006_Controller_UsingADoor: A scene with a door interactable object that is set to
usable
and when the door is used by pressing the controllerTrigger
button, the door swings open (or closes if it's already open). -
007_CameraRig_HeightAdjustTeleport: A scene with a selection of varying height objects that can be traversed using the controller laser beam to point at an object and if the laser beam is pointing on top of the object then the player is teleported to the top of the object. Also, it shows that if the player steps into a part of the play area that is not on the object then the player will fall to the nearest object. This also enables the player to climb objects just by standing over them as the floor detection is done from the position of the headset.
-
008_Controller_UsingAGrabbedObject: A scene with interactable objects that can be grabbed (pressing the
Grip
controller button) and then used (pressing theTrigger
controller button). There is a gun on a table that can be picked up and fired, or a strange box that when picked up and used the top spins. -
009_Controller_BezierPointer: A scene with a selection of varying height objects that can be traversed using the controller however, rather than just pointing a straight beam, the beam is curved (over a bezier curve) which allows climbing on top of items that the player cannot visibly see.
-
010_CameraRig_TerrainTeleporting: A scene with a terrain object and a selection of varying height 3d objects that can be traversed using the controller laser beam pointer. It shows how the Height Adjust Teleporter can be used to climb up and down game objects as well as traversing terrains as well.
-
011_Camera_HeadSetCollisionFading: A scene with three walls around the play area and if the player puts their head into any of the collidable walls then the headset fades to black to prevent seeing unwanted object clipping artifacts.
-
012_Controller_PointerWithAreaCollision: A scene which demonstrates how to use a controller pointer to traverse a world but where the beam shows the projected play area space and if the space collides with any objects then the teleportation action is disabled. This means it's possible to create a level with areas where the user cannot teleport to because they would allow the player to clip into objects.
-
013_Controller_UsingAndGrabbingMultipleObjects: A scene which demonstrates how interactable objects can be grabbed by holding down the grab button continuously or by pressing the grab button once to pick up and once again to release. The scene also shows that the use button can have a hold down to keep using or a press use button once to start using and press again to stop using. This allows multiple objects to be put into their Using state at the same time as also demonstrated in this example scene.
-
014_Controller_SnappingObjectsOnGrab: A scene with a selection of objects that demonstrate the different snap to controller mechanics. The two green guns and sword utilise the
Rotation Snap
which orientates the object into a specific given rotation to ensure the object feels like it's been held naturally in the hand. The green lightsaber utilises theHandle Snap
which uses an empty game object as a child of the interactable object as the orientation point at grab, so the rotation and position of the object matches that of the givenSnap Handle
. The red gun utilises theSimple Snap
which does not affect the object's rotation but positions the centre of the object to the snap point on the controller. The red/green gun utilises thePrecision Snap
which does not affect the rotation or position of the grabbed object and picks the object up at the point that the controller snap point is touching the object. -
015_Controller_TouchpadAxisControl: A scene with an R/C car that is controlled by using the Controller Touchpad. Moving a finger up and down on the Touchpad will cause the car to drive forward or backward. Moving a finger to the left or right of the Touchpad will cause the car to turn in that direction. Pressing the Trigger will cause the car to jump, this utilises the Trigger axis and the more the trigger is depressed, the higher the car will jump.
-
016_Controller_HapticRumble: A scene with a collection of breakable boxes and a sword. The sword can be picked up and swung at the boxes. The controller rumbles at an appropriate vibration depending on how hard the sword hits the box. The box also breaks apart if it is hit hard enough by the sword.
-
017_CameraRig_TouchpadWalking: A scene which demonstrates how to move around the game world using the touchpad by sliding a finger forward and backwards to move in that direction. Sliding a finger left and right across the touchpad strafes in that direction. The rotation is done via the player in game physically rotating their body in the place space and whichever way the headset is looking will be the way the player walks forward. Crouching is also possible as demonstrated in this scene and in conjunction with the Headset Collision Fade script it can detect unwanted collisions (e.g. if the player stands up whilst walking as crouched) and reset their position to the last good known position.
-
018_CameraRig_FramesPerSecondCounter: A scene which displays the frames per second in the centre of the headset view. Pressing the trigger generates a new sphere and pressing the touchpad generates ten new spheres. Eventually when lots of spheres are present the FPS will drop and demonstrate the prefab.
-
019_Controller_InteractingWithPointer: A scene which shows how the controller pointer beam can be used to toggle the use actions on interactable objects. Pressing the touchpad activates the beam and aiming it at objects will toggle their use state. It also demonstrates how a game menu could be created by using interactable objects snapped to a game object can trigger actions. Pressing the Application Menu button displays a cube connected to the controller which has menu options. Pointing the beam with the other controller at the cube will select the menu options accordingly.
-
020_CameraRig_MeshTeleporting: A scene with an object with a mesh collider to demonstrate how the Height Adjust Teleporter can be used to climb up and down onbjects with a mesh collider.
-
021_Controller_GrabbingObjectsWithJoints: A scene with a collection of Interactable Objects that are attached to other objects with joints. The example shows that Interactable Objects can have different attach mechanics to determine the best way of connecting the object to the controller. Fixed Joint works well for holding objects like cubes as they track perfectly to the controller whereas a Spring Joint works well on the drawer to give it a natural slide when operating. Finally, the Track Object works well on the door to give a natural control over the swing of the door. There is also a Character Joint object that can be manipulated into different shapes by pulling each of the relevant sections.
-
022_Controller_CustomBezierPointer: A scene that demonstrates how the Bezier Pointer can have complex objects passed to it to generate the tracer beam and the cursor of the pointer. In the scene, particle objects with rotations are used to demonstrate a different look to the bezier pointer beam.
-
023_Controller_ChildOfControllerOnGrab: A scene that demonstrates the grab mechanic where the object being grabbed becomes a child of the controller doing the grabbing. This works well for objects that need absolute tracking of the controller and do not want to be disjointed under any circumstances. The object becomes an extension of the controller. The scene demonstrates this with a bow and arrow example, where the bow can be picked up and tracked to the controller, whilst the other controller is responsible for picking up arrows to fire in the bow.
-
024_CameraRig_ExcludeTeleportLocation: A scene that shows how to exclude certain objects from being teleportable by either applying a named Tag to the object or by applying a Script of a certain name. In the scene, the yellow objects are excluded from teleport locations by having an
ExcludeTeleport
tag set on them and the black objects are excluded by having a script calledExcludeTeleport
attached to them. TheExcludeTeleport
script has no methods and is just used as a placeholder.
I would love to get contributions from you! Follow the instructions below on how to make pull requests. For the full contribution guidelines see the Contribution Document.
- Fork the project, clone your fork, and configure the remotes.
- Create a new topic branch (from
master
) to contain your feature, chore, or fix. - Commit your changes in logical units.
- Make sure all the example scenes are still working.
- Push your topic branch up to your fork.
- Open a Pull Request with a clear title and description.
Code released under the MIT license.