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Re: Daggerfall Unity VR with the Vive Pro

Posted: Wed Oct 02, 2019 12:11 am
by agamer
I recently stripped the bow code out of steamvr in order to be able to build it to Oculus Quest (android build) without requiring the steamvr package and can try to package it up if you like, unless you already made progress on that.

I wrestled with different DFU versions and eventually got a working oculus quest build because DFU is awesome and I wanted to see if it would perform ok on that platform, and well, cable free VR! I did get a very basic working build but did not include weapons yet, just the game with VR support on the standard UI. Overcoming the UI issues as well as finding the correct DFU version that was required for an android/quest build and all the unity/android/quest snags encountered was enough effort for my coding skill level that it took a week or two to accomplish. I would like to continue development there but think I would like to bring in your weapons. Mind if I grab and mess with your code/fork and the assets to bring it into the quest build? If I get something as functional as what you have, I will gladly share an apk build as well as source. However, I don't intend to fork or pull from git at this point since I scraped the source from a much older DFU build. At least not until it is in a state where it supports building to android.

Re: Daggerfall Unity VR with the Vive Pro

Posted: Sun Oct 06, 2019 6:21 pm
by Vwing
Yes! That would be amazing!

I talked with a colleague about possibly doing a Quest build, but I haven't worked on it at all yet. There's plenty of SteamVR-dependent code in here, but it wouldn't be *too* difficult to abstract it out to work with both platforms, or just rip out the useful bits and plop it in your Oculus/android implementation.

Feel free to use the weapons code.

Also, would very much like to play with your SteamVR-independent bow package. Sounds fun :)

Re: Daggerfall Unity VR with the Vive Pro

Posted: Mon Oct 07, 2019 4:29 am
by Vwing
What daggerfall unity version did you end up using, btw?

Re: Daggerfall Unity VR with the Vive Pro

Posted: Wed Oct 09, 2019 3:49 am
by agamer
TLDR - edited in the DFU version because I forgot first time posted
DFTFU 1.7.4 is what shows up in console, I pulled from specific build far enough back in time to predate the renderer change in DFTFU that seems to not run well on android
Unity versions
2018.1.6f1 for reviewing older code/builds
2018.2.21f1 for pc/vr builds using openxr and/or steamvr/oculus sdk
2018.4.6f1 for testing android/oculus quest builds that (hopefully) will work with gearvr and daydream

Much of my effort has been with openxr because I had previously built prototypes unrelated to DFU that I wanted to work across many headsets for exposure. InconsolableCellist mentioned this as a goal earlier in this thread. After he made some progress using the UI updates Interkarma very graciously added for VR, but then seemed to struggle with multi platforms, I thought I could contribute some of the experience I had already gained with bridging platforms using openxr. My challenge of course has been with specific android API, unity bugs with different versions and the renderer changing at some point in the last year making some things not work properly on android based builds. I'm focusing more on a quest build now and will incorporate your very cool weapons setup as best as I can. I could also take what experience I gain there back into android specific builds at some point if there is any demand (which I expect a little). That is unless Interkarma ends up targeting it with his efforts (which he has posted so far that he isn't likely to do it anytime soon if at all). His baby, his coding, his UI and I think his renderer on top of unity so if he does it, it would be waaaaay more functional than anything I would produce. At that point I would just use what he builds and extend to mobile headsets if my efforts were even needed. DFU team, hopefully I'm not too far off with crediting Interkarma, if so, flog me corrected and I will recant! Looking forward to getting more going on this, glad you are here VWing and there is more interest, it will help keep me motivated.

Re: Daggerfall Unity VR with the Vive Pro

Posted: Thu Oct 10, 2019 5:13 pm
by Vwing
Awesome. I have a GearVR, so I can contribute to making your stuff work on android if you like.

EDIT: Might be good to put your stuff on a github repo, if you do want some help with this.