{"__v":0,"_id":"58796782cd4a9c37007c9760","category":{"version":"58796781cd4a9c37007c96ef","project":"571fa55ca0acd42000af9545","_id":"58796781cd4a9c37007c96f0","__v":0,"sync":{"url":"","isSync":false},"reference":false,"createdAt":"2016-04-26T17:29:00.405Z","from_sync":false,"order":0,"slug":"documentation","title":"Overview"},"parentDoc":null,"project":"571fa55ca0acd42000af9545","user":"571fa519db52d01700f5cf3d","version":{"__v":4,"_id":"58796781cd4a9c37007c96ef","project":"571fa55ca0acd42000af9545","createdAt":"2017-01-13T23:49:21.393Z","releaseDate":"2017-01-13T23:49:21.393Z","categories":["58796781cd4a9c37007c96f0","58796781cd4a9c37007c96f1","58796781cd4a9c37007c96f2","58796781cd4a9c37007c96f3","58796781cd4a9c37007c96f4","58796781cd4a9c37007c96f5","58796781cd4a9c37007c96f6","58796781cd4a9c37007c96f7","58796781cd4a9c37007c96f8","58796781cd4a9c37007c96f9","58796781cd4a9c37007c96fa","58796781cd4a9c37007c96fb","58796781cd4a9c37007c96fc","58796781cd4a9c37007c96fd","58796781cd4a9c37007c96fe","58796781cd4a9c37007c96ff","58796781cd4a9c37007c9700","58b157ca1756cf370022f90d","58b1596f5dae732f00adeca2","58b1605a5dae732f00adecb1"],"is_deprecated":false,"is_hidden":false,"is_beta":false,"is_stable":true,"codename":"Mukota","version_clean":"3.1.0","version":"3.1.0"},"updates":[],"next":{"pages":[],"description":""},"createdAt":"2016-07-31T16:45:41.517Z","link_external":false,"link_url":"","githubsync":"","sync_unique":"","hidden":false,"api":{"results":{"codes":[]},"settings":"","auth":"required","params":[],"url":""},"isReference":false,"order":1,"body":"> *VRTK requires a supported VR SDK to be imported into your Unity3d Project.*\n\n * Clone this repository `git clone https://github.com/thestonefox/VRTK.git`.\n * Open `VRTK` within Unity3d.\n * Add the `VRTK_SDKManager` script to a GameObject in the scene.\n\n## VR Simulator\n\n * Drag the `VRSimulatorCameraRig` prefab from the VRTK/Prefabs into the\n scene.\n * Select the GameObject with the `VRTK_SDKManager` script attached\n to it.\n  * Select `Simulator` for each of the SDK Choices.\n  * Click the `Auto Populate Linked Objects` button to find the\n  relevant Linked Objects.\n * Use the Left Alt to switch between mouse look and move a hand.\n * Press Tab to switch between left/right hands.\n * Hold Left Shift to change from translation to rotation for the hands.\n * Hold Left Crtl to switch between X/Y and X/Z axis.\n * All above keys can be remapped using the inspector on the\n `VRSimulatorCameraRig` prefab.\n * Button mapping for the VR control are as follows:\n  * Grip: Left mouse button\n  * Trigger: Right mouse button\n  * Touchpad Press: Q\n  * Button One: E\n  * Button Two: R\n \n## SteamVR Unity Asset\n\n * Import the [SteamVR Plugin] from the Unity Asset Store.\n * Drag the `[CameraRig]` prefab from the SteamVR plugin into the\n scene.\n * Check that `Virtual Reality Supported` is ticked in the\n `Edit -> Project Settings -> Player` menu.\n * Ensure that `OpenVR` is added in the `Virtual Reality SDKs` list\n in the `Edit -> Project Settings -> Player` menu.\n * Select the GameObject with the `VRTK_SDKManager` script attached\n to it.\n  * Select `Steam VR` for each of the SDK Choices.\n  * Click the `Auto Populate Linked Objects` button to find the\n  relevant Linked Objects.\n * Optionally, browse the `Examples` scenes for example usage of the\n scripts.\n\n## Oculus Utilities Unity Package\n\n * Download the [Oculus Utilities] from the Oculus developer website.\n * Import the `OculusUtilities.unitypackage` into the project.\n * Drag the `OVRCameraRig` prefab from the Oculus package into the\n scene.\n * Check that `Virtual Reality Supported` is ticked in the\n `Edit -> Project Settings -> Player` menu.\n * Ensure that `Oculus` is added in the `Virtual Reality SDKs` list\n in the `Edit -> Project Settings -> Player` menu.\n * Select the GameObject with the `VRTK_SDKManager` script attached\n to it.\n  * Select `Oculus VR` for each of the SDK Choices.\n  * Click the `Auto Populate Linked Objects` button to find the\n  relevant Linked Objects.\n\n## Google VR SDK for Unity *(experimental)*\n\n * Open a new or existing project in Unity (5.4.2f2-GVR13 or other version with Daydream integration).\n * Import asset package GoogleVRForUnity you downloaded from Google.\n * Build Settings:\n  * Target platform: `Android`\n * Player settings:\n  * Virtual Reality Supported > Daydream\n  * API Level: `Nougat`\n  * Bundle Identifier and other settings for use with Android.\n * In Hierarchy, create empty GameObject named `DaydreamCameraRig`.\n  * Move or create a Camera as child of `DaydreamCameraRig`, reset its transform `position: 0,0,0`.\n  * Add `GvrControllerPointer` prefab from `Assets/GoogleVR/Prefabs/UI`.\n  * Add `GvrControllerMain` prefab from `Assets/GoogleVR/Prefabs/Controller/`.\n  * Add `GvrViewerMain` prefab (enables view in editor play mode).\n * Disable Daydream's native pointer tools.\n  * Camera object, disable or remove GvrPointerPhysicsRaycaster component (if present).\n  * GvrControllerPointer/Laser, disable or delete.\n\n### Setup VRTK Components\n * In Hierarchy, create an empty GameObject named `[VRTK]`.\n * Add component `VRTK_SDKManager`\n * Add a child empty GameObject named `RightController`.\n  *  > Note: Daydream supports only one controller, LeftController will not be used. If present, can be disabled or deleted.\n * SDK Selection\n  * In Inspector, choose Quick Select SDK: Daydream\n  * In Player Settings, ensure Scripting Define Symbols: `VRTK_SDK_DAYDREAM`\n * Linked Objects:\n  * Click `Auto Populate Linked Objects`, that should set:\n    * Actual Boundaries: `DaydreamCameraRig`\n    * Actual Headset: `DaydreamCameraRig/Camera`\n    * Actual Left Controller: `empty`\n    * Actual Right Controller: `DaydreamCameraRig/GvrControllerPointer/Controller`\n * Controler Aliases:\n  * Model Alias Left Controller: `empty`\n  * Model Alias Right Controller: `DaydreamCameraRig/GvrControllerPoints/Controller`\n  * Script Alias Left Controller: `empty`\n  * Script Alias Right Controller: `[VRTK]/RightController`","excerpt":"","slug":"getting-started","type":"basic","title":"Getting Started"}
> *VRTK requires a supported VR SDK to be imported into your Unity3d Project.* * Clone this repository `git clone https://github.com/thestonefox/VRTK.git`. * Open `VRTK` within Unity3d. * Add the `VRTK_SDKManager` script to a GameObject in the scene. ## VR Simulator * Drag the `VRSimulatorCameraRig` prefab from the VRTK/Prefabs into the scene. * Select the GameObject with the `VRTK_SDKManager` script attached to it. * Select `Simulator` for each of the SDK Choices. * Click the `Auto Populate Linked Objects` button to find the relevant Linked Objects. * Use the Left Alt to switch between mouse look and move a hand. * Press Tab to switch between left/right hands. * Hold Left Shift to change from translation to rotation for the hands. * Hold Left Crtl to switch between X/Y and X/Z axis. * All above keys can be remapped using the inspector on the `VRSimulatorCameraRig` prefab. * Button mapping for the VR control are as follows: * Grip: Left mouse button * Trigger: Right mouse button * Touchpad Press: Q * Button One: E * Button Two: R ## SteamVR Unity Asset * Import the [SteamVR Plugin] from the Unity Asset Store. * Drag the `[CameraRig]` prefab from the SteamVR plugin into the scene. * Check that `Virtual Reality Supported` is ticked in the `Edit -> Project Settings -> Player` menu. * Ensure that `OpenVR` is added in the `Virtual Reality SDKs` list in the `Edit -> Project Settings -> Player` menu. * Select the GameObject with the `VRTK_SDKManager` script attached to it. * Select `Steam VR` for each of the SDK Choices. * Click the `Auto Populate Linked Objects` button to find the relevant Linked Objects. * Optionally, browse the `Examples` scenes for example usage of the scripts. ## Oculus Utilities Unity Package * Download the [Oculus Utilities] from the Oculus developer website. * Import the `OculusUtilities.unitypackage` into the project. * Drag the `OVRCameraRig` prefab from the Oculus package into the scene. * Check that `Virtual Reality Supported` is ticked in the `Edit -> Project Settings -> Player` menu. * Ensure that `Oculus` is added in the `Virtual Reality SDKs` list in the `Edit -> Project Settings -> Player` menu. * Select the GameObject with the `VRTK_SDKManager` script attached to it. * Select `Oculus VR` for each of the SDK Choices. * Click the `Auto Populate Linked Objects` button to find the relevant Linked Objects. ## Google VR SDK for Unity *(experimental)* * Open a new or existing project in Unity (5.4.2f2-GVR13 or other version with Daydream integration). * Import asset package GoogleVRForUnity you downloaded from Google. * Build Settings: * Target platform: `Android` * Player settings: * Virtual Reality Supported > Daydream * API Level: `Nougat` * Bundle Identifier and other settings for use with Android. * In Hierarchy, create empty GameObject named `DaydreamCameraRig`. * Move or create a Camera as child of `DaydreamCameraRig`, reset its transform `position: 0,0,0`. * Add `GvrControllerPointer` prefab from `Assets/GoogleVR/Prefabs/UI`. * Add `GvrControllerMain` prefab from `Assets/GoogleVR/Prefabs/Controller/`. * Add `GvrViewerMain` prefab (enables view in editor play mode). * Disable Daydream's native pointer tools. * Camera object, disable or remove GvrPointerPhysicsRaycaster component (if present). * GvrControllerPointer/Laser, disable or delete. ### Setup VRTK Components * In Hierarchy, create an empty GameObject named `[VRTK]`. * Add component `VRTK_SDKManager` * Add a child empty GameObject named `RightController`. * > Note: Daydream supports only one controller, LeftController will not be used. If present, can be disabled or deleted. * SDK Selection * In Inspector, choose Quick Select SDK: Daydream * In Player Settings, ensure Scripting Define Symbols: `VRTK_SDK_DAYDREAM` * Linked Objects: * Click `Auto Populate Linked Objects`, that should set: * Actual Boundaries: `DaydreamCameraRig` * Actual Headset: `DaydreamCameraRig/Camera` * Actual Left Controller: `empty` * Actual Right Controller: `DaydreamCameraRig/GvrControllerPointer/Controller` * Controler Aliases: * Model Alias Left Controller: `empty` * Model Alias Right Controller: `DaydreamCameraRig/GvrControllerPoints/Controller` * Script Alias Left Controller: `empty` * Script Alias Right Controller: `[VRTK]/RightController`