Added VR libraries

This commit is contained in:
Chris Midkiff 2018-10-08 23:54:11 -04:00
parent d9eb2a9763
commit 7ce1036e39
1037 changed files with 195630 additions and 348 deletions

8
Assets/GoogleVR.meta Normal file
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// Copyright 2016 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GoogleVR.Demos {
using UnityEngine;
using UnityEditor;
[CustomEditor(typeof(DemoInputManager))]
public class DemoInputManagerEditor : Editor {
SerializedProperty emulatedPlatformTypeProp;
SerializedProperty gvrControllerMainProp;
SerializedProperty gvrControllerPointerProp;
SerializedProperty gvrReticlePointerProp;
void OnEnable () {
gvrControllerMainProp =
serializedObject.FindProperty(DemoInputManager.CONTROLLER_MAIN_PROP_NAME);
gvrControllerPointerProp =
serializedObject.FindProperty(DemoInputManager.CONTROLLER_POINTER_PROP_NAME);
gvrReticlePointerProp =
serializedObject.FindProperty(DemoInputManager.RETICLE_POINTER_PROP_NAME);
emulatedPlatformTypeProp =
serializedObject.FindProperty(DemoInputManager.EMULATED_PLATFORM_PROP_NAME);
}
public override void OnInspectorGUI() {
serializedObject.Update();
// Add clickable script field, as would have been provided by DrawDefaultInspector()
MonoScript script = MonoScript.FromMonoBehaviour (target as MonoBehaviour);
EditorGUI.BeginDisabledGroup (true);
EditorGUILayout.ObjectField ("Script", script, typeof(MonoScript), false);
EditorGUI.EndDisabledGroup ();
EditorGUILayout.PropertyField(gvrControllerMainProp);
EditorGUILayout.PropertyField(gvrControllerPointerProp, true);
EditorGUILayout.PropertyField(gvrReticlePointerProp);
if (DemoInputManager.playerSettingsHasCardboard() ==
DemoInputManager.playerSettingsHasDaydream()) {
// Show the platform emulation dropdown only if both or neither VR SDK selected in
// Player Settings > Virtual Reality supported,
EditorGUILayout.PropertyField(emulatedPlatformTypeProp);
}
serializedObject.ApplyModifiedProperties();
}
}
}

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// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0(the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Only invoke custom build processor when building for Android.
#if UNITY_ANDROID
namespace GoogleVR.Demos
{
using System;
using UnityEditor;
using UnityEditor.Build;
using UnityEditorInternal.VR;
#if UNITY_2018_1_OR_NEWER
using UnityEditor.Build.Reporting;
#endif
#if UNITY_2018_1_OR_NEWER
class PermissionsDemoBuildProcessor : IPreprocessBuildWithReport, IPostprocessBuildWithReport
#else
class PermissionsDemoBuildProcessor : IPreprocessBuild, IPostprocessBuild
#endif
{
private const string SCENE_NAME_PERMISSIONS_DEMO = "PermissionsDemo";
private bool m_cardboardAddedFromCode = false;
public int callbackOrder
{
get { return 0; }
}
#if UNITY_2018_1_OR_NEWER
public void OnPreprocessBuild(BuildReport report)
{
OnPreprocessBuild(report.summary.platform, report.summary.outputPath);
}
#endif
// OnPreprocessBuild() is called right before the build process begins. If it
// detects that the first enabled scene in the build arrays is the PermissionsDemo,
// and Daydream is in the VR SDKs, it will add Cardboard to the VR SDKs. Because
// the PermissionsDemo needs a perm statement in the Manifest while other demos don't.
// Adding Cardboard to VR SDKs will merge in the Manifest-Cardboard which has perm
// statement in it.
public void OnPreprocessBuild(BuildTarget target, string path)
{
m_cardboardAddedFromCode = false;
string[] androidVrSDKs = VREditor.GetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Android);
EditorBuildSettingsScene[] scenes = EditorBuildSettings.scenes;
// See if PermissionsDemo is the first enabled scene in the array of scenes to build.
for (int i = 0; i < scenes.Length; i++)
{
if (scenes[i].path.Contains(SCENE_NAME_PERMISSIONS_DEMO))
{
if (!scenes[i].enabled)
{
return;
}
else
{
break;
}
}
else
{
if (scenes[i].enabled)
{
return;
}
}
}
bool hasCardboard = Array.Exists<string>(androidVrSDKs,
element => element.Equals(GvrSettings.VR_SDK_CARDBOARD));
if (hasCardboard)
{
return;
}
bool hasDaydream = Array.Exists<string>(androidVrSDKs,
element => element.Equals(GvrSettings.VR_SDK_DAYDREAM));
if (!hasDaydream)
{
return;
}
string[] androidVrSDKsAppended = new string[androidVrSDKs.Length+1];
for (int i = 0; i < androidVrSDKs.Length; i++)
{
androidVrSDKsAppended[i] = androidVrSDKs[i];
}
androidVrSDKsAppended[androidVrSDKsAppended.Length - 1] = GvrSettings.VR_SDK_CARDBOARD;
VREditor.SetVREnabledOnTargetGroup(
BuildTargetGroup.Android, true);
VREditor.SetVREnabledDevicesOnTargetGroup(
BuildTargetGroup.Android,
androidVrSDKsAppended);
m_cardboardAddedFromCode = true;
}
#if UNITY_2018_1_OR_NEWER
public void OnPostprocessBuild(BuildReport report)
{
OnPostprocessBuild(report.summary.platform, report.summary.outputPath);
}
#endif
// OnPostprocessBuild() is called after the build process. It does appropriate cleanup
// so that this script only affects build process for PermissionsDemo, not others.
public void OnPostprocessBuild(BuildTarget target, string path)
{
if (!m_cardboardAddedFromCode)
return;
string[] androidVrSDKs = VREditor.GetVREnabledDevicesOnTargetGroup(BuildTargetGroup.Android);
// The enabled devices are modified somehow, which shouldn't happen. Abort the post build process.
if (androidVrSDKs.Length == 0 || androidVrSDKs[androidVrSDKs.Length - 1] != GvrSettings.VR_SDK_CARDBOARD)
{
return;
}
string[] androidVrSDKsShortened = new string[androidVrSDKs.Length - 1];
for (int i = 0; i < androidVrSDKsShortened.Length; i++)
{
androidVrSDKsShortened[i] = androidVrSDKs[i];
}
VREditor.SetVREnabledOnTargetGroup(
BuildTargetGroup.Android, true);
VREditor.SetVREnabledDevicesOnTargetGroup(
BuildTargetGroup.Android,
androidVrSDKsShortened);
m_cardboardAddedFromCode = false;
}
}
}
#endif // UNITY_ANDROID

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// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#if UNITY_ANDROID && !UNITY_EDITOR
#define RUNNING_ON_ANDROID_DEVICE
#endif // UNITY_ANDROID && !UNITY_EDITOR
namespace GoogleVR.Demos {
using UnityEngine;
using UnityEngine.UI;
using System;
#if UNITY_2017_2_OR_NEWER
using UnityEngine.XR;
#else
using XRSettings = UnityEngine.VR.VRSettings;
#endif // UNITY_2017_2_OR_NEWER
public class DemoInputManager : MonoBehaviour {
private const string MESSAGE_CANVAS_NAME = "MessageCanvas";
private const string MESSAGE_TEXT_NAME = "MessageText";
private const string LASER_GAMEOBJECT_NAME = "Laser";
private const string CONTROLLER_CONNECTING_MESSAGE = "Controller connecting...";
private const string CONTROLLER_DISCONNECTED_MESSAGE = "Controller disconnected";
private const string CONTROLLER_SCANNING_MESSAGE = "Controller scanning...";
private const string NON_GVR_PLATFORM =
"Please select a supported Google VR platform via 'Build Settings > Android | iOS > Switch Platform'\n";
private const string VR_SUPPORT_NOT_CHECKED =
"Please make sure 'Player Settings > Virtual Reality Supported' is checked\n";
private const string EMPTY_VR_SDK_WARNING_MESSAGE =
"Please add 'Daydream' or 'Cardboard' under 'Player Settings > Virtual Reality SDKs'\n";
// Java class, method, and field constants.
private const int ANDROID_MIN_DAYDREAM_API = 24;
private const string FIELD_SDK_INT = "SDK_INT";
private const string PACKAGE_BUILD_VERSION = "android.os.Build$VERSION";
private const string PACKAGE_DAYDREAM_API_CLASS = "com.google.vr.ndk.base.DaydreamApi";
private const string METHOD_IS_DAYDREAM_READY = "isDaydreamReadyPlatform";
private bool isDaydream = false;
private int activeControllerPointer = 0;
private static GvrControllerHand[] AllHands = {
GvrControllerHand.Right,
GvrControllerHand.Left,
};
[Tooltip("Reference to GvrControllerMain")]
public GameObject controllerMain;
public static string CONTROLLER_MAIN_PROP_NAME = "controllerMain";
[Tooltip("Reference to GvrControllerPointers")]
public GameObject[] controllerPointers;
public static string CONTROLLER_POINTER_PROP_NAME = "controllerPointers";
[Tooltip("Reference to GvrReticlePointer")]
public GameObject reticlePointer;
public static string RETICLE_POINTER_PROP_NAME = "reticlePointer";
public GameObject messageCanvas;
public Text messageText;
#if !RUNNING_ON_ANDROID_DEVICE
public enum EmulatedPlatformType {
Daydream,
Cardboard
}
[Tooltip("Emulated GVR Platform")]
public EmulatedPlatformType gvrEmulatedPlatformType = EmulatedPlatformType.Daydream;
public static string EMULATED_PLATFORM_PROP_NAME = "gvrEmulatedPlatformType";
#else
// Running on an Android device.
private GvrSettings.ViewerPlatformType viewerPlatform;
#endif // !RUNNING_ON_ANDROID_DEVICE
void Start() {
if (messageCanvas == null) {
messageCanvas = transform.Find(MESSAGE_CANVAS_NAME).gameObject;
if (messageCanvas != null) {
messageText = messageCanvas.transform.Find(MESSAGE_TEXT_NAME).GetComponent<Text>();
}
}
// Message canvas will be enabled later when there's a message to display.
messageCanvas.SetActive(false);
#if !RUNNING_ON_ANDROID_DEVICE
if (playerSettingsHasDaydream() || playerSettingsHasCardboard()) {
// The list is populated with valid VR SDK(s), pick the first one.
gvrEmulatedPlatformType =
(XRSettings.supportedDevices[0] == GvrSettings.VR_SDK_DAYDREAM) ?
EmulatedPlatformType.Daydream :
EmulatedPlatformType.Cardboard;
}
isDaydream = (gvrEmulatedPlatformType == EmulatedPlatformType.Daydream);
#else
// Running on an Android device.
viewerPlatform = GvrSettings.ViewerPlatform;
// First loaded device in Player Settings.
string vrDeviceName = XRSettings.loadedDeviceName;
if (vrDeviceName != GvrSettings.VR_SDK_CARDBOARD &&
vrDeviceName != GvrSettings.VR_SDK_DAYDREAM) {
Debug.LogErrorFormat("Loaded device was '{0}', must be one of '{1}' or '{2}'",
vrDeviceName, GvrSettings.VR_SDK_DAYDREAM, GvrSettings.VR_SDK_CARDBOARD);
return;
}
// On a non-Daydream ready phone, fall back to Cardboard if it's present in the list of
// enabled VR SDKs.
// On a Daydream-ready phone, go into Cardboard mode if it's the currently-paired viewer.
if ((!IsDeviceDaydreamReady() && playerSettingsHasCardboard()) ||
(IsDeviceDaydreamReady() && playerSettingsHasCardboard() &&
GvrSettings.ViewerPlatform == GvrSettings.ViewerPlatformType.Cardboard)) {
vrDeviceName = GvrSettings.VR_SDK_CARDBOARD;
}
isDaydream = (vrDeviceName == GvrSettings.VR_SDK_DAYDREAM);
#endif // !RUNNING_ON_ANDROID_DEVICE
SetVRInputMechanism();
}
// Runtime switching enabled only in-editor.
void Update() {
UpdateStatusMessage();
// Scan all devices' buttons for button down, and switch the singleton pointer
// to the controller the user last clicked.
int newPointer = activeControllerPointer;
if (controllerPointers.Length > 1 && controllerPointers[1] != null) {
// Buttons that can trigger pointer switching.
GvrControllerButton buttonMask = GvrControllerButton.App | GvrControllerButton.TouchPadButton;
GvrTrackedController trackedController1 = controllerPointers[1].GetComponent<GvrTrackedController>();
foreach (var hand in AllHands) {
GvrControllerInputDevice device = GvrControllerInput.GetDevice(hand);
if (device.GetButtonDown(buttonMask)) {
// Match the button to our own controllerPointers list.
if (device == trackedController1.ControllerInputDevice) {
newPointer = 1;
} else {
newPointer = 0;
}
break;
}
}
}
if (newPointer != activeControllerPointer) {
activeControllerPointer = newPointer;
SetVRInputMechanism();
}
#if !RUNNING_ON_ANDROID_DEVICE
UpdateEmulatedPlatformIfPlayerSettingsChanged();
if ((isDaydream && gvrEmulatedPlatformType == EmulatedPlatformType.Daydream) ||
(!isDaydream && gvrEmulatedPlatformType == EmulatedPlatformType.Cardboard)) {
return;
}
isDaydream = (gvrEmulatedPlatformType == EmulatedPlatformType.Daydream);
SetVRInputMechanism();
#else
// Running on an Android device.
// Viewer type switched at runtime.
if (!IsDeviceDaydreamReady() || viewerPlatform == GvrSettings.ViewerPlatform) {
return;
}
isDaydream = (GvrSettings.ViewerPlatform == GvrSettings.ViewerPlatformType.Daydream);
viewerPlatform = GvrSettings.ViewerPlatform;
SetVRInputMechanism();
#endif // !RUNNING_ON_ANDROID_DEVICE
}
public bool IsCurrentlyDaydream() {
return isDaydream;
}
public static bool playerSettingsHasDaydream() {
string[] playerSettingsVrSdks = XRSettings.supportedDevices;
return Array.Exists<string>(playerSettingsVrSdks,
element => element.Equals(GvrSettings.VR_SDK_DAYDREAM));
}
public static bool playerSettingsHasCardboard() {
string[] playerSettingsVrSdks = XRSettings.supportedDevices;
return Array.Exists<string>(playerSettingsVrSdks,
element => element.Equals(GvrSettings.VR_SDK_CARDBOARD));
}
#if !RUNNING_ON_ANDROID_DEVICE
private void UpdateEmulatedPlatformIfPlayerSettingsChanged() {
if (!playerSettingsHasDaydream() && !playerSettingsHasCardboard()) {
return;
}
// Player Settings > VR SDK list may have changed at runtime. The emulated platform
// may not have been manually updated if that's the case.
if (gvrEmulatedPlatformType == EmulatedPlatformType.Daydream &&
!playerSettingsHasDaydream()) {
gvrEmulatedPlatformType = EmulatedPlatformType.Cardboard;
} else if (gvrEmulatedPlatformType == EmulatedPlatformType.Cardboard &&
!playerSettingsHasCardboard()) {
gvrEmulatedPlatformType = EmulatedPlatformType.Daydream;
}
}
#endif // !RUNNING_ON_ANDROID_DEVICE
#if RUNNING_ON_ANDROID_DEVICE
// Running on an Android device.
private static bool IsDeviceDaydreamReady() {
// Check API level.
using (var version = new AndroidJavaClass(PACKAGE_BUILD_VERSION)) {
if (version.GetStatic<int>(FIELD_SDK_INT) < ANDROID_MIN_DAYDREAM_API) {
return false;
}
}
// API level > 24, check whether the device is Daydream-ready..
AndroidJavaObject androidActivity = null;
try {
androidActivity = GvrActivityHelper.GetActivity();
} catch (AndroidJavaException e) {
Debug.LogError("Exception while connecting to the Activity: " + e);
return false;
}
AndroidJavaClass daydreamApiClass = new AndroidJavaClass(PACKAGE_DAYDREAM_API_CLASS);
if (daydreamApiClass == null || androidActivity == null) {
return false;
}
return daydreamApiClass.CallStatic<bool>(METHOD_IS_DAYDREAM_READY, androidActivity);
}
#endif // RUNNING_ON_ANDROID_DEVICE
private void UpdateStatusMessage() {
if (messageText == null || messageCanvas == null) {
return;
}
#if !UNITY_ANDROID && !UNITY_IOS
messageText.text = NON_GVR_PLATFORM;
messageCanvas.SetActive(true);
return;
#else
#if UNITY_EDITOR
if (!UnityEditor.PlayerSettings.virtualRealitySupported) {
messageText.text = VR_SUPPORT_NOT_CHECKED;
messageCanvas.SetActive(true);
return;
}
#endif // UNITY_EDITOR
bool isVrSdkListEmpty = !playerSettingsHasCardboard() && !playerSettingsHasDaydream();
if (!isDaydream) {
if (messageCanvas.activeSelf) {
messageText.text = EMPTY_VR_SDK_WARNING_MESSAGE;
messageCanvas.SetActive(isVrSdkListEmpty);
}
return;
}
string vrSdkWarningMessage = isVrSdkListEmpty ? EMPTY_VR_SDK_WARNING_MESSAGE : "";
string controllerMessage = "";
GvrPointerGraphicRaycaster graphicRaycaster =
messageCanvas.GetComponent<GvrPointerGraphicRaycaster>();
GvrControllerInputDevice dominantDevice = GvrControllerInput.GetDevice(GvrControllerHand.Dominant);
GvrConnectionState connectionState = dominantDevice.State;
// This is an example of how to process the controller's state to display a status message.
switch (connectionState) {
case GvrConnectionState.Connected:
break;
case GvrConnectionState.Disconnected:
controllerMessage = CONTROLLER_DISCONNECTED_MESSAGE;
messageText.color = Color.white;
break;
case GvrConnectionState.Scanning:
controllerMessage = CONTROLLER_SCANNING_MESSAGE;
messageText.color = Color.cyan;
break;
case GvrConnectionState.Connecting:
controllerMessage = CONTROLLER_CONNECTING_MESSAGE;
messageText.color = Color.yellow;
break;
case GvrConnectionState.Error:
controllerMessage = "ERROR: " + dominantDevice.ErrorDetails;
messageText.color = Color.red;
break;
default:
// Shouldn't happen.
Debug.LogError("Invalid controller state: " + connectionState);
break;
}
messageText.text = string.Format("{0}\n{1}", vrSdkWarningMessage, controllerMessage);
if (graphicRaycaster != null) {
graphicRaycaster.enabled =
!isVrSdkListEmpty || connectionState != GvrConnectionState.Connected;
}
messageCanvas.SetActive(isVrSdkListEmpty ||
(connectionState != GvrConnectionState.Connected));
#endif // !UNITY_ANDROID && !UNITY_IOS
}
private void SetVRInputMechanism() {
SetGazeInputActive(!isDaydream);
SetControllerInputActive(isDaydream);
}
private void SetGazeInputActive(bool active) {
if (reticlePointer == null) {
return;
}
reticlePointer.SetActive(active);
// Update the pointer type only if this is currently activated.
if (!active) {
return;
}
GvrReticlePointer pointer =
reticlePointer.GetComponent<GvrReticlePointer>();
if (pointer != null) {
GvrPointerInputModule.Pointer = pointer;
}
}
private void SetControllerInputActive(bool active) {
if (controllerMain != null) {
controllerMain.SetActive(active);
}
if (controllerPointers == null || controllerPointers.Length <= activeControllerPointer) {
return;
}
controllerPointers[activeControllerPointer].SetActive(active);
// Update the pointer type only if this is currently activated.
if (!active) {
return;
}
GvrLaserPointer pointer =
controllerPointers[activeControllerPointer].GetComponentInChildren<GvrLaserPointer>(true);
if (pointer != null) {
GvrPointerInputModule.Pointer = pointer;
}
}
}
}

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// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GoogleVR.Demos {
using UnityEngine;
// Ensures correct app and scene setup.
public class DemoSceneManager : MonoBehaviour {
void Start() {
Input.backButtonLeavesApp = true;
}
void Update() {
// Exit when (X) is tapped.
if (Input.GetKeyDown(KeyCode.Escape)) {
Application.Quit();
}
}
}
}

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// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GoogleVR.HelloVR {
using UnityEngine;
using System.Collections;
/// Demonstrates the use of GvrHeadset events and APIs.
public class HeadsetDemoManager : MonoBehaviour {
public GameObject safetyRing;
public bool enableDebugLog = false;
private WaitForSeconds waitFourSeconds = new WaitForSeconds(4);
#region STANDALONE_DELEGATES
public void OnSafetyRegionEvent(bool enter) {
Debug.Log("SafetyRegionEvent: " + (enter ? "enter" : "exit"));
}
public void OnRecenterEvent(GvrRecenterEventType recenterType,
GvrRecenterFlags recenterFlags,
Vector3 recenteredPosition,
Quaternion recenteredOrientation) {
Debug.Log(string.Format("RecenterEvent: Type {0}, flags {1}\nPosition: {2}, " +
"Rotation: {3}", recenterType, recenterFlags, recenteredPosition, recenteredOrientation));
}
#endregion // STANDALONE_DELEGATES
public void FindFloorHeight() {
float floorHeight = 0.0f;
bool success = GvrHeadset.TryGetFloorHeight(ref floorHeight);
Debug.Log("Floor height success " + success + "; value " + floorHeight);
}
public void FindRecenterTransform() {
Vector3 position = Vector3.zero;
Quaternion rotation = Quaternion.identity;
bool success = GvrHeadset.TryGetRecenterTransform(ref position, ref rotation);
Debug.Log("Recenter transform success " + success + "; value " + position + "; " + rotation);
}
public void FindSafetyRegionType() {
GvrSafetyRegionType safetyType = GvrSafetyRegionType.None;
bool success = GvrHeadset.TryGetSafetyRegionType(ref safetyType);
Debug.Log("Safety region type success " + success + "; value " + safetyType);
}
public void FindSafetyInnerRadius() {
float innerRadius = -1.0f;
bool success = GvrHeadset.TryGetSafetyCylinderInnerRadius(ref innerRadius);
Debug.Log("Safety region inner radius success " + success + "; value " + innerRadius);
// Don't activate the safety cylinder visual until the radius is a reasonable value.
if (innerRadius > 0.1f && safetyRing != null) {
safetyRing.SetActive(true);
safetyRing.transform.localScale = new Vector3(innerRadius, 1, innerRadius);
}
}
public void FindSafetyOuterRadius() {
float outerRadius = -1.0f;
bool success = GvrHeadset.TryGetSafetyCylinderOuterRadius(ref outerRadius);
Debug.Log("Safety region outer radius success " + success + "; value " + outerRadius);
}
void OnEnable() {
if (safetyRing != null) {
safetyRing.SetActive(false);
}
if (!GvrHeadset.SupportsPositionalTracking) {
return;
}
GvrHeadset.OnSafetyRegionChange += OnSafetyRegionEvent;
GvrHeadset.OnRecenter += OnRecenterEvent;
if (enableDebugLog) {
StartCoroutine(StatusUpdateLoop());
}
}
void OnDisable() {
if (!GvrHeadset.SupportsPositionalTracking) {
return;
}
GvrHeadset.OnSafetyRegionChange -= OnSafetyRegionEvent;
GvrHeadset.OnRecenter -= OnRecenterEvent;
}
void Start() {
if (GvrHeadset.SupportsPositionalTracking) {
Debug.Log("Device supports positional tracking!");
}
}
private IEnumerator StatusUpdateLoop() {
while(true) {
yield return waitFourSeconds;
FindFloorHeight();
FindRecenterTransform();
FindSafetyOuterRadius();
FindSafetyInnerRadius();
FindSafetyRegionType();
}
}
}
}

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// Copyright 2017 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GoogleVR.HelloVR {
using UnityEngine;
using GoogleVR.Demos;
public class HelloVRManager : MonoBehaviour {
public GameObject m_launchVrHomeButton;
public DemoInputManager m_demoInputManager;
void Start() {
#if !UNITY_ANDROID || UNITY_EDITOR
if (m_launchVrHomeButton == null) {
return;
}
m_launchVrHomeButton.SetActive(false);
#else
GvrDaydreamApi.CreateAsync((success) => {
if (!success) {
// Unexpected. See GvrDaydreamApi log messages for details.
Debug.LogError("GvrDaydreamApi.CreateAsync() failed");
}
});
#endif // !UNITY_ANDROID || UNITY_EDITOR
}
#if UNITY_ANDROID && !UNITY_EDITOR
void Update() {
if (m_launchVrHomeButton == null || m_demoInputManager == null) {
return;
}
m_launchVrHomeButton.SetActive(m_demoInputManager.IsCurrentlyDaydream());
}
#endif // UNITY_ANDROID && !UNITY_EDITOR
public void LaunchVrHome() {
#if UNITY_ANDROID && !UNITY_EDITOR
GvrDaydreamApi.LaunchVrHomeAsync((success) => {
if (!success) {
// Unexpected. See GvrDaydreamApi log messages for details.
Debug.LogError("GvrDaydreamApi.LaunchVrHomeAsync() failed");
}
});
#endif // UNITY_ANDROID && !UNITY_EDITOR
}
}
}

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// Copyright 2014 Google Inc. All rights reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
namespace GoogleVR.HelloVR {
using UnityEngine;
using UnityEngine.EventSystems;
[RequireComponent(typeof(Collider))]
public class ObjectController : MonoBehaviour {
private Vector3 startingPosition;
private Renderer myRenderer;
public Material inactiveMaterial;
public Material gazedAtMaterial;
void Start() {
startingPosition = transform.localPosition;
myRenderer = GetComponent<Renderer>();
SetGazedAt(false);
}
public void SetGazedAt(bool gazedAt) {
if (inactiveMaterial != null && gazedAtMaterial != null) {
myRenderer.material = gazedAt ? gazedAtMaterial : inactiveMaterial;
return;
}
}
public void Reset() {
int sibIdx = transform.GetSiblingIndex();
int numSibs = transform.parent.childCount;
for (int i=0; i<numSibs; i++) {
GameObject sib = transform.parent.GetChild(i).gameObject;
sib.transform.localPosition = startingPosition;
sib.SetActive(i == sibIdx);
}
}
public void Recenter() {
#if !UNITY_EDITOR
GvrCardboardHelpers.Recenter();
#else
if (GvrEditorEmulator.Instance != null) {
GvrEditorEmulator.Instance.Recenter();
}
#endif // !UNITY_EDITOR
}
public void TeleportRandomly(BaseEventData eventData) {
// Pick a random sibling, move them somewhere random, activate them,
// deactivate ourself.
int sibIdx = transform.GetSiblingIndex();
int numSibs = transform.parent.childCount;
sibIdx = (sibIdx + Random.Range(1, numSibs)) % numSibs;
GameObject randomSib = transform.parent.GetChild(sibIdx).gameObject;
// Move to random new location ±100º horzontal.
Vector3 direction = Quaternion.Euler(
0,
Random.Range(-90, 90),
0) * Vector3.forward;
// New location between 1.5m and 3.5m.
float distance = 2 * Random.value + 1.5f;
Vector3 newPos = direction * distance;
// Limit vertical position to be fully in the room.
newPos.y = Mathf.Clamp(newPos.y, -1.2f, 4f);
randomSib.transform.localPosition = newPos;
randomSib.SetActive(true);
gameObject.SetActive(false);
SetGazedAt(false);
}
}
}

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