1/7/2024 0 Comments Lumenrt tutorialIn the Hierarchy tab, click on “SDK_Files”:Ĭlick on the button and search for “ VRTK_ SDK Setup”. Name it “ SDK_ Files”.ĭrag and drop onto. In the Hierarchy tab, right click on “VRTK_Files” and choose “Create Empty” GameObject. Name it “ VRTK_ Files”.Ĭlick on the button and search for “ VRTK_ SDK Manager”. In the Hierarchy tab, right click and choose “Create Empty” GameObject. Make sure that the “Main” scene tree structure is expanded by clicking on the little triangle in the Hierarchy tab.ĭelete the default “Main Camera” from the “Main” scene. Ĭreate a new sub-folder called “Scenes” in the Assets folder.ĭouble click on the Scenes folder and name the new scene “Main”.Īdd Prefabs and Scripts to the Unity project: Import “ VRTK” (Virtual Reality Toolkit):įrom the Assets folder, drag and drop the VRTK folder onto the Assets folder of your newly created Unity project and then close the second instance of Unity. Goto to make sure the Asset Store tab is docked next to the Game tab.įrom the Asset Store, install “ SteamVR Plugin” and accept all defaults.Ĭlose the Asset Store tab or click on the Scene tab to make it active. Goto to make sure the Lighting tab is docked next to the Inspector tab.Ĭlick on the Inspector tab to make it active. In the bottom right corner of the Assets content window, drag the slider to the left to enable “List” view. This affects the size of the VRTK flying pig icons in your scene view. Turn off or reduce the size of the “3D Icons”. In the top right corner of the Scene View, click on the “Gizmos” drop down menu item: In the top right corner set Layout to Default. Set “Stroke Tolerance” to about “0.005” (if you have curved objects).Įxport all of your FBX files one at a time. Open each DGN export file and goto (or keyin: “mdl keyin fbxexport dialog fbx”). If need be, move all referenced files so that the main point of interest is at the global origin XYZ = 0,0,0. Setup a series of DGN Reference files that break up your project into a number of smaller manageable components that are ready for export. The only additional MicroStation geometry that you will need to create is a simplified collision mesh that represents the boundary of where the user is allowed to walk or teleport.Įven though you might be able to make your entire building model a collision mesh, you will get better performance if you use simplified geometry instead.Īdditionally, if you intend to create grabbable objects, you will need to create a separate collision mesh for each object. This particular feature isn’t covered in this tutorial. It is possible within Unity to use a custom shader that turns OFF “Back Face Culling” but this is something that should be used sparingly and only for things such as chain-link fences or tree foliage. MicroStation's Solids are OK but you will need to be careful and make sure that all Surface geometry has its surface normals pointing in the outward direction. Optionally, open the VRTK project with your latest version of Unity to upgrade all the files and make them ready for use.įor performance reasons, Unity's standard shader only does single sided rendering which means that the back face of a surface will be rendered invisible. Unzip the file and place the extracted folder alongside your other Unity Projects. VRTK ( Virtual Reality Toolkit ) ( Version 3. Unity Game Engine ( Free Personal Edition ) ( Version 5.6.1 ) : Unity uses FBX as its native file format which means that MicroStation’s FBX exporter is very well suited to providing Unity the content that it needs to build virtual worlds.Īfter some initial setup, the workflow between MicroStation & Unity becomes seamless which means that iterative changes are automatically incorporated into the Unity project with very little additional input from the user. With the availability of virtual reality headsets such as the HTC Vive and Oculus Rift, Unity has become a compelling tool of choice for architects interested in creating real time interactive virtual environments. The “Unity” real time game engine has an impressive world wide following and has built up an extensive asset store that provides a vast amount of user generated content. As long as you follow this written VR Tutorial, I think those videos could be useful as a visual aid. ![]() I created a series of companion videos for the old tutorial but they are now slightly out of date. The main difference being that these instructions relate to Unity 5.6.1, SteamVR 1.2.2, and VRTK 3.2. This tutorial describes my Virtual Reality workflow and is meant to replace the previous tutorial on this same topic.
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