Hi everyone,
I plan to make a project (project proposal) for an impressive experience using Adventure Creator with Oculus DK2 and Leap motion integrated into the DK2.
I want to create a training scenario where the users will be wearing the dk2 and push buttons, rotate valves, pull handles .. pretty much interact with their hands in 3D environment.
I plan to use AC to create triggers, events to happen, physics interaction, and AI to asset the player.
Can this done be done with Adventure Creator right now or should I look for other things to complete my project? (I own Ultimate FPS asset but I did not use it yet)
I looked for Leap motion with DK2 in the forums but nothings showed up... so I hope someone can help me.
thanks!
Comments
that's what I was afraid of...
What worries me the most is integrating Leap Motion into AC to interact with Physics. I bought leap motion and have not started using it yet! (extremely busy with the project)
I am still optimizing my scene (pretty huge scene with dozen of machines on site, pipe lines, buttons, etc..) for the last 2 ~ 3 weeks
I will be done in the next few days to start experimenting..
The deadline for my proposal is getting close so I might spend the next few days working overtime to complete this proposal.
If someone can help it would be a great help not just for me but for anyone who owns Oculus DK1 or DK2 and the Leap Motion
Thanks in advance.
All I can hint you with is to look for...
LeapMotionSkeletalAssets_free
LeapDeveloperKit
By all means though, if you get it to work let me know. I was planning on using it for some special education classes in the future.
The Oculus is working great. I had the dk2 3 months ago, I ran through all kinds of the troubleshooting and i managed to make it work.
The leap motion v2 for Oculus dk2 is still in the box
the entire scene is huge (in 3d max) , I am trying to optimize it further today before I apply (UV coordinates, textures, normal maps) detach the models (chop it into small pieces to be efficient when getting baked and test it with InstantOC script)
using meshbaker (to create Atlas texture). baking the entire scene at once is not great because Meshbaker doesn't bake seperated areas of an entire scene, it will pick random objects from the entire scene to be grouped (measuring 64k vertex) and bake it as 1 model which screws up the purpose of Occlusion Culling - I saw pieces of my scene show up infront of my camrea and from the back of my camera at the same time because they represent 1 baked model. so baking blocks of areas fixed that.
oh my... this is pretty huge work on my shoulders
finally, testing Leap motion
(Oculus works great but demands low polygon count/drawcalls in order to be smooth when rotating your head, I fixed that)
cya guys until I reach a conclusion with the Leap motion. I never test it yet.
You may want to get a handle on how accurate the bone structure is using the Leap in Unity before you go overboard with to many physic set pieces. Even under the best of conditions (not having a beer can sitting next to the Leap) the perfect setup can take a good bit of time.
You may run into serious scaling issues with how big your hand is on screen compared to any "pinch/grab/move/rotate" moves you have to make with your fingers.
Regardless the conversation is interesting. Let me know how it works out.
the author is working on a fix but I might lower the scene a bit and test everything without the script running to confirm.
In the editor everything is fine except when I build the project.
I keep having this error in the editor when I run the project, it continues piling up the numbers so I wonder if it has to do with anything? ...
------------------------------------------------------------------------
Could not find first person camera
UnityEngine.Debug:LogWarning(Object)
AC.PlayerMovement:FirstPersonControlPlayer() (at Assets/AdventureCreator/Scripts/Controls/PlayerMovement.cs:689)
AC.PlayerMovement:UpdatePlayerMovement() (at Assets/AdventureCreator/Scripts/Controls/PlayerMovement.cs:123)
AC.StateHandler:Update() (at Assets/AdventureCreator/Scripts/Game engine/StateHandler.cs:174)
-------------------------------------------------------------------------
I will resume testing more and maybe I will give it a shot in Unity 5 as well. Meanwhile, I will keep my eyes open in this thread for any replies.
thanks.
I exported the project without the Oculus Rift cameras and it worked fine! smooth with no problems under the first person setup, when I added the OR cameras it worked fine as well in the editor but not in the Build
so there is a nasty little bug somewhere causing this delay or we are missing something somewhere...(I don't think its related to the Occlusion Culling script even though now there is a bug in it, I tested a simple scene which should work in a low-end system)
my system is:
(overclocked i7 6-core(12 threads) -> 4.5Ghz , liquid cooling, 32GB fast memory, SSD intel 730 480GB) windows 7 64-bit, turned off everything in windows for maximum performance! and Geforce GTX TITAN Superclocked video card 6GB
I kept my system clean all the time, installing only whats needed to handle my gigantic projects.
so there is no freaking way the entire system can't be rendered under my system. a low-end system can run it!
there is something and I wish you had the OR to find it, Adventure Creator is the complete package for my project otherwise I will have to spend countless hours working in Playmaker or any other solution to setup my simulation which I hate doing right now..
If there is anyone who can help please do! you will help the human race go further in life
I managed to get my crazy scene working with the Oculus script, along with ocean, animals, and animated sky just fine (around 60fps!!).. just imagine all of this + over 7 million polygon on scene and when I used the AC script, I unticked the visibility of all my models leaving the terrain (I even sliced the terrain for the sake of testings! lol..) this whole scene runs extremely low even under the lowest quality settings.
There is something going on and I don't know what..
I guess for now I will abandoned AC until this gets fixed
Sorry ChrisIceBox, I wish I can integrate AC into my pipeline but nothing got it fixed, neither the Unity 32-bit or the 64-bit version made a difference. I feel really sad about this, after I learned so much about AC and now this...
I will check the forums from time to time if someone got it fixed or had any suggestions,
until then.. cya guys..(now I am forced to look for an alternative Asset ASAP! )