
Lab 2 - Personal Project Events & Interactions
Exercise
Beginner
+70XP
2h 10m
Unity Technologies
By the end of this lab, your personal project will have most of its core functionality.
This lab will draw on skills learned in the following lessons:
This challenge is part of the Create with VR course.
Overview Video
1. Fill in Design Document for events & interactions
Before you resume work on your project, you need a plan for what you’re actually going to work on. You’ll continue filling out your design document so you have a clear plan of action for this lab.
1. Pick up where you left off with your design document:
- Re-open the document you created during Lab 1.
2. Fill out Section 4 (Events and Interactions) of the document:
- Determine if you will be using Near-Far Interactors, Ray Interactors, or both, including how you would toggle between them.
- Describe the haptic/audio feedback, as well as any other 3D sounds you expect in your scene
- List specific GameObject Activation functionality, where if the user is holding a GameObject and presses the trigger, something will happen.
- Describe the main menu of the app, including what can be done from that menu.
- If relevant, describe other UI elements in the scene.
3. (Optional) Add more specific details to your design document:
- Fill out section 6 (Other features).
- Fill out section 7 (Sketch).
- Fill out section 8 (Timeline).
You should now have section 4 of your design document complete, providing direction for this lab where you will be implementing your app’s core functionality.
2. Add haptics and audio
For all of the interactors set up on our controllers, add audio and haptic feedback.
1. Add haptic feedback to your controllers:
- Follow the instructions in the Audio and Haptics tutorial.
2. Add audio feedback to your controllers:
- Follow the instructions in the Audio and Haptics tutorial.
3. Add 3D / ambient feedback to the environment, including the use of reverb zones:
- Follow the instructions in the Audio and Haptics tutorial.
You should now experience haptic and/or audio feedback on desired events with your controllers. There should also be 3D environmental sound in your scene.
3. Implement event-based interactions
If you have any event-based interactions planned for your app (e.g. when you press the trigger, when the scene loads, when you tilt an object, etc), take the time to get those functional now.
1. To add Activation events for certain GameObjects in your app:
- Follow the instructions in the Activation Events tutorial.
2. To add additional event-based functionality to the scene:
- Add actions to other interaction events such as OnHoverEntered, OnSelectEntered, etc.
- Add new events from the Course Library > Scripts folder such as OnButtonPress, OnSceneLoad, OnTilt, etc.
You should now have core event-based functionality implemented in your app.
4. Set up controller interactors and layers
If you plan on using a combination of Ray and Near-Far Interactors, you need to set those up for each hand, and if relevant, the ability to toggle between them.
1. To implement interactors for each hand:
- Follow the instructions in the Near-Far and Ray Interactors tutorial.
2. To configure layers so that each interactor can only interact with specific interactables:
- Follow the instructions in the Near-Far and Ray Interactors tutorial.
You should have the appropriate interactors implemented for each hand, including the ability to toggle between them. Using layers, these interactors should only be able to interact with appropriate GameObjects (in other words, sockets can only receive specific GameObjects, rays not being able to grab certain GameObjects, etc.).
5. Create a main menu UI
One user interface (UI) nearly all apps should have is some kind of main menu UI.
1. Create a simple main menu UI:
- Follow instructions in the User Interface tutorial.
2. To add a reset screen UI:
- Follow instructions in the User Interface tutorial.
3. To add additional in-world UI screen:
- Create additional world space canvases and display them in relevant contexts for the user.
You should now have at least one main menu UI, which the user can click out of, a reset screen, and any additional UIs required for the functionality of your app.
6. Recap
New functionality:
- Haptic and audio feedback
- 3D environmental audio
- Event-based interactions such as activating GameObjects
- Near-Far and Ray interactors on controllers
- World space UI screens
New concepts and skills:
- Applying more complex interactions in your own VR app.
Next lab:
- Optimization and lighting
7. Share your work
We would love to see what you've created with VR!
If you went above and beyond in your VR room, the challenge, or your personal project for this Unit, please take a screenshot of your project or do a screen-recording walking us through it, then post it here to share what you’ve made. You can take screenshots within the Unity Editor or try to capture footage directly from the device.
We highly recommend that you comment on at least one other creator's submission. What do you like about the project? What would be a cool new feature they might consider adding?
Additional resources on capturing footage directly from an Oculus device:
Note:
- Oculus devices cannot currently capture the microphone input during video recordings, but the app’s audio is recorded.
- Due to the variable refresh rate in videos, recorded audio will likely be out of sync from the video footage. To sync the audio and video perfectly, you may need to edit them in a video editing program.
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