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A collection of useful scripts and prefabs for building SteamVR titles in Unity 5

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SteamVR Unity Toolkit

A collection of useful scripts and prefabs for building SteamVR titles in Unity 5

Note:

This is very early alpha and does not offer much functionality at present. I'm open to suggestions, ideas and bug finding/fixing. Also, expect builds to break older versions as things are changing fast at this stage, it will settle down when the project reaches a beta stage.

Quick Start

  • Clone this repository git clone https://github.com/thestonefox/SteamVR_Unity_Toolkit.git
  • Open the SteamVR_Unity_Toolkit within Unity3d
  • Browse the Examples scenes for example usage of the scripts

Summary

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 v1.0.8.

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.

What's In The Box

This toolkit project is split into two main sections:

  • SteamVR_Unity_Toolkit - SteamVR_Unity_Toolkit/
    • Prefabs - SteamVR_Unity_Toolkit/Prefabs/
    • Scripts - SteamVR_Unity_Toolkit/Scripts/
    • Required Includes - SteamVR_Unity_Toolkit/Required Includes/
  • Examples - 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.

Prefabs

At present there is only one Prefab included which is the [CameraRig] and it has been taken directly from the SteamVR Unity plugin example: Extras/SteamVR_TestThrow scene as it includes the relevant Model children on the controller (which seem to be missing from the default prefab in the SteamVR plugin 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.

Scripts

This directory contains all of the toolkit scripts that add VR functionality to Unity.

The current available scripts are:

Controller Events (SteamVR_ControllerEvents)

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.

The event payload that is emitted is:

  • ControllerIndex: The index of the controller that was used
  • 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 SteamVR_ControllerEvents script can be viewed in the scene Examples/002_Controller_Events and code examples of how the events are utilised and listened to can be viewed in the script Examples/Scripts/SteamVR_ControllerEvents_ListenerExample.cs

Simple Laser Pointer (SteamVR_SimplePointer)

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 SteamVR_ControllerEvents script parameters.

The Simple Pointer script is attached to a Controller object within the [CameraRig] prefab and the Controller object also requires the SteamVR_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 Color: The colour of the beam can be determined by a setting on the script and is independent for each controller meaning different controllers can have different coloured beams.
  • 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 show on the end of the pointer beam.
  • Pointer Facing Axis: The facing axis can also be set to match the direction the [CameraRig] Prefab is facing as if it is rotated then the beam will emit out of the controller at the wrong angle, so this setting can be adjusted to ensure the beam always projects forward.

The Simple Pointer object extends the SteamVR_WorldPointer abstract class and therefore emits the same events and payload.

An example of the SteamVR_SimplePointer script can be viewed in the scene Examples/003_Controller_SimplePointer and code examples of how the events are utilised and listened to can be viewed in the script Examples/Scripts/SteamVR_ControllerPointerEvents_ListenerExample.cs

Bezier Curve Laser Pointer (SteamVR_BezierPointer)

The Bezier Pointer emits a curved line (made out of spheres) 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 SteamVR_ControllerEvents script parameters.

The Bezier Pointer script is attached to a Controller object within the [CameraRig] prefab and the Controller object also requires the SteamVR_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:

  • Valid Target Color: The colour of the beam and floor cursor are displayed using this colour when the beam end location is a valid floor such as a valid game object (e.g. not dead space). The colour uses the Legacy Shaders/Transparent/Defuse shader so translucent colours can be used for a better effect.
  • Invalid Target Color: The colour of the beam and floor cursor are displayed using this colour when the beam end location is not valid (i.e. the downward beam has not hit an object that can be teleported to).
  • 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 spheres 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 spheres in the bezier curve beam. The larger the raduis, the larger the spheres will be.
  • Pointer Facing Axis: The facing axis can also be set to match the direction the [CameraRig] Prefab is facing as if it is rotated then the beam will emit out of the controller at the wrong angle, so this setting can be adjusted to ensure the beam always projects forward.

The Bezier Pointer object extends the SteamVR_WorldPointer abstract class and therefore emits the same events and payload.

An example of the SteamVR_BezierPointer script can be viewed in the scene 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.

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

Basic Teleporter (SteamVR_BasicTeleport)

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. SteamVR_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.

An example of the SteamVR_BasicTeleport script can be viewed in the scene Examples/004_CameraRig_BasicTeleport. The scene uses the SteamVR_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.

Height Adjustable Teleporter (SteamVR_HeightAdjustTeleport)

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
  • 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 SteamVR_HeightAdjustTeleport script can be viewed in the scene 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.

Interactable Object (SteamVR_InteractableObject)

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:

  • Is Grabbable: Determines if the object can be grabbed
  • Is Usable: Determines if the object can be used
  • 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 SteamVR_InteractTouch script).

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 SteamVR_InteractableObject can be viewed in the scene Examples/005_Controller_BasicObjectGrabbing. The scene also uses the SteamVR_InteractTouch and SteamVR_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 Examples/006_Controller_UsingADoor.

Touching Interactable Objects (SteamVR_InteractTouch)

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
  • 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 is:

  • 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 SteamVR_InteractTouch can be viewed in the scene Examples/005_Controller/BasicObjectGrabbing. The scene demonstrates the highlighting of objects that have the SteamVR_InteractableObject script added to them to show the ability to highlight interactable objects when they are touched by the controllers.

Grabbing Interactable Objects (SteamVR_InteractGrab)

The Interact Grab script is attached to a Controller object within the [CameraRig] prefab and the Controller object requires the SteamVR_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 SteamVR_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 SteamVR_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:

  • Hide Controller On Grab: Hides the controller model when a valid grab occurs
  • Controller Attach Point: The rigidbody point on the controller model to snap the grabbed object to (defaults to the tip)

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 is:

  • 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 SteamVR_InteractGrab can be viewed in the scene Examples/005_Controller/BasicObjectGrabbing. The scene demonstrates the grabbing of interactable objects that have the SteamVR_InteractableObject script attached to them. The objects can be picked up and thrown around.

Using Interactable Objects (SteamVR_InteractUse)

The Interact Use script is attached to a Controller object within the [CameraRig] prefab and the Controller object requires the SteamVR_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 SteamVR_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 SteamVR_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

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 is:

  • 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 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 Examples/008_Controller_UsingAGrabbedObject which shows that objects can be grabbed with one button and used with another (e.g. firing a gun).

Class Interfaces

To allow for reusablity and object consistency, a collection of abstract classes are provided as interfaces which can be used to extend onto a concrete class providing consistent functionality across many different scripts without needing to duplicate code.

The current abstract class interfaces are available:

SteamVR_WorldPointer

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 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).

The event payload that is emitted is:

  • 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

Examples

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 /Scripts directory within the /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 the Grip 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 controller Trigger 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 the Trigger 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.

Contributing

I'd love this to be a community effort, but as I'm just getting started on this, it may be best to leave pull requests for now on new features until I get my head around how this is going to progress. I'm happy for bug fix pull requests though :)

Also, if you find any issues or have any suggestions then please raise an issue on GitHub and I'll take a look when I can.

License

Code released under the MIT license.

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A collection of useful scripts and prefabs for building SteamVR titles in Unity 5

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