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ddutchie avatar ddutchie commented on May 22, 2024

If you decide to make this an asset you should definitely make it easier to set up an initial scene. (For Some)
I'm thinking as an architect here, so imagine for archviz something along these lines.

eg: Hovercraft VR > Scenes, Lighting , Materials, Customization, About, Exit

Scenes > Load1, Load2, Load3 etc. - Loads Level/Scene
Lighting > Lighting1, Lighting 2, Lighting3. - Lights and Sun behaviour
Materials > Set1, Set2, Set3 - Different Materiality settings for a scene
Customization > Hovercraft customization
About > About Screen - Screen/Large panel with text
Exit> Exit to real life.

In this way you could allow for the dev to drag assets/ groups of assets etc into slots in the scripts and it would just require some scene organisation.

Regards
Gerard

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zachkinstner avatar zachkinstner commented on May 22, 2024

Good ideas. Moved to new issue: #6.

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ddutchie avatar ddutchie commented on May 22, 2024

Not too sure how to contact directly, and unsure of where to post this. Have you seen this?

http://www.reddit.com/r/oculus/comments/2u1riy/virtual_desktop_unity_script/

In unity 4.6.x it places the game window on the rift at runtime so you dont have to build.
Very useful tool for prototyping.

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zachkinstner avatar zachkinstner commented on May 22, 2024

Thanks for the heads-up, this does seem useful.

Also, to contact me directly: zach at aesthetic interactive dot com.

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ddutchie avatar ddutchie commented on May 22, 2024

Here is a example of customization of editor.

http://catlikecoding.com/unity/tutorials/editor/custom-list/

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zachkinstner avatar zachkinstner commented on May 22, 2024

For now, I'll provide *.unityPackage files via GitHub releases.

I just posted the v1.0.0 release.

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