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Getting Started in
EditorXR
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Selection
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Made with Unity : Generative Art
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VIVE: Controller
Trigger
Grip button
Menu button
Touchpad
(Vive)
Menu button
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VIVE: EVR Controls
Trigger
Grip button
Menu button
Touchpad
(Vive) button
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Oculus: Controller
Secondary trigger
Primary trigger
Thumbstick
B button
A button
(Oculus)
Menu button
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Oculus: EVR Controls
Secondary trigger
Primary trigger
Thumbstick
B button
A button
(Oculus)
button
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Selection
Ray
Selection
Cone
Ray
Selection
Cone
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Select
Trigger
(Vive)
Primary Trigger
(Oculus)
Selection
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Menus
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Main Menu
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Pinned Tool Button
The last tool you selected for a specific hand displays below the Unity button on your controller.
You can use it to toggle off/on the tool without having to re-open the Main Menu.
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Main Menu
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Tip: Remember, you can rotate the menu around using the thumbpad on Vive (click) or joystick on Oculus (flick).
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Radial Menu
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Actions → Tap to select
Scroll
Remains toggled until object is selected
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Touch to Scroll
Press down to Select
Thumbstick
(Oculus)
Thumbpad
(Vive)
Radial Menu: Interactions
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Using the Radial Menu
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The Radial Menu contents change depending on what you have selected and what actions
are available.
The radial menu is selectable in two ways:
By using the joystick (Oculus) or the thumbpad (Vive), or by selecting with
the ray on the other hand.
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The Manipulator Gizmo
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Using the Manipulator Gizmo
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Select a plane or axis of the Manipulator Gizmo to move the object along that path, or select the
free selection sphere, located in the center of the gizmo, to freely move an object.
The three types of movement are:
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Locomotion
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Locomotion: Fly
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Flight locomotion lets you freely move around your scene (up/down/left/right).
To enable Flight, navigate to the Settings pane on the main menu and ensure “Fly” is enabled.
To fly forward, press the B button (Oculus) or press up on the touchpad (Vive).
To fly backward, press the A button (Oculus) or press down on the touchpad (Vive).
To accelerate your flight, press the trigger.
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Locomotion: Blink
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Blink locomotion lets you quickly move around large spaces by pointing an arc where you want
to go.
To enable Blink locomotion, navigate to the Settings pane on the main menu and ensure “Blink” is enabled.
To blink, press the B button (Oculus) or the
Menu button (Vive).
On release, you’re zoomed to the new position.
You can cancel blink locomotion by pointing the arc up.
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Locomotion: World Scale
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You can re-scale and rotate the world by holding down the secondary trigger (Oculus)
or the grip buttons (Vive) on both controllers, and pulling in/out.
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Hold down on both controllers
Grips
(Vive)
Secondary Trigger
(Oculus)
World Scale
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Viewer Scale 1000.00
Pull in/out to scale/rotate the world
World Scale
With grips/secondary triggers pressed
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Workspaces
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Here is the list of current workspaces that come as defaults:
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Workspaces
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Workspaces are the equivalent of 2D windows in VR. You can open various workspaces using the Main Menu.
Workspaces can be moved, resized, or rotated.
To move or rotate, put the selection cone inside the frame of the workspace, then select by pressing down on the secondary trigger (Rift) or the grips (Vive).
Make sure you’re grabbing the face, not the scale or view UI.
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Press to interact with workspaces
Grips
(Vive)
Secondary Trigger
(Oculus)
Workspaces: Interactions
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Workspace: Resize
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To resize a workspace, hold the controller near an edge until the resize arrows appear, then hold down the secondary trigger (Oculus) or the grip button (Vive).
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Workspace: Close
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To close a workspace, click the [X] button with the trigger, located on the left hand side of a workspace.
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Workspace: Scroll
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To scroll, either dip the selection cone directly in the pane, or use the ray or thumbstick/thumbpad.
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Call a Workspace
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Tip: If a workspace is far away, point at the face and double-click the secondary trigger (Oculus) or grip buttons (Vive) to ‘call’ it to you!
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Using the Miniworld
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The MiniWorld is a workspace that shows the exact same scene you’re already in, but smaller.
It’s very useful for moving large objects or rearranging a lot of life-sized objects quickly.
You can move objects in the MiniWorld using
the selection cone (trigger).
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Using the Miniworld
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To move the MiniWorld view, dip your cone into the top-pane of the workspace (which initially displays the grid) and move it around using the secondary trigger (Oculus) or the grip buttons (Vive).
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Using the Miniworld
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If you lose where you are in the MiniWorld, you can select the Reset icon to get back to the root, or the button labeled ‘Center on Player’.
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Using the Miniworld
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Tips: Use the Refresh icon located on the front of the MiniWorld to reset the view if you get lost, or use the Finder Arrow to find yourself on the board.
Use the Reset button on the right side of a workspace to return the workspace to its original size.
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Using the Project Workspace
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The Project Workspace works much
the same as in regular Unity.
You can open and close folders, look
at different Asset types, drag them into the Scene, and filter by Asset type.
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Using the Project Workspace
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The left-hand side of the view shows Folders and the right-hand side shows Assets.
Prefabs/models will render in the Project
view when you hover over them.
Drag objects out of the Project view to
add them to the Scene.
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Using the Hierarchy
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The Hierarchy Workspace shows which GameObjects are currently in your Scene.
Click on an object in the Hierarchy list to select the object in the Scene.
(Note: you may have to look around for it!).
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Using the Inspector
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The Inspector is used to view and edit the properties and settings of GameObjects, Assets, as well as other preferences and settings in the Editor.
When you select a GameObject in EditorVR, or from the Hierarchy Workspace, the Inspector displays the GameObject’s components, including Transform, which exposes position, rotation, and scale values.
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Using the Inspector
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Tip: When you use the selection cone to directly select a value, a keyboard appears to allow you to edit the numerical values.
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Using the Locked Objects Workspace
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The Locked Objects workspace shows a list
of all of the locked GameObjects in the scene.
Locked objects are not selectable by ray in
the scene.
Tip: You can lock and unlock items from the hierarchy or directly from the radial menu by clicking on the lock icon.
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Snapping
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Made with Unity : Generative Art
Snapping can be enabled or disabled by using the Settings pane of the main menu and click the button labeled ‘Snapping’.
Here, you can direct how the mode will function, i.e. snap via pivot or bounds, via direct selection or manipulator, snap to ground or surfaces, etc.
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Snapping
Enable Snapping
Pivot | Bounds
Direct Selection
Manipulator
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Snapping: Bounds
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By enabling ‘Bounds’, objects can snap to each other by directly selecting them and stacking them
on top of one another.
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Snapping: Pivot
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By enabling ‘Pivot’, objects can snap to a surface by selecting an object via the free selection sphere (center of the manipulator gizmo)., and navigate the object to the desired surface.
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Snapping: Rotate Object
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By enabling ‘Rotate object’, objects will automatically rotate to their root orientation when snapped to a surface.
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Snapping: Limit Snapping Radius
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Tip: You can also enable
‘Limit snapping radius’ for further controlled placement of objects.
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Object Placement
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Object Placement: Assets
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Open the Main Menu, select the Main Menu on your controller, then navigate to the Workspaces face on the Main Menu.
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Delete objects
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Tip: Drop objects behind your back
to delete them!
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Delete objects
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You can also remove objects via the delete button in the radial menu.
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Create:
Primitives
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Made with Unity : Generative Art
Create: Primitives
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We created a simple primitives creator to show off an example of a tool that can be built for EditorVR, but also to do simple interactive primitive creation.
In Main Menu, scroll to the ‘Create’ Section and select Primitive.
Select Cube, Sphere, Capsule, Cylinder, Plane, or Quad with your ray or cone.
To place, draw the object in the desired space using the trigger.
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Primitives: Toggle Tool
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After you are done with creation and would like to move back to selection, transforming, etc., turn off the tool by one of two means:
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Primitives
X
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Create
Primitives
2) To place your selected Primitive, draw the object
in the desired space using the trigger.
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3) To close the Primitive tool, use either the [x]
Button, located on the Primitives tool pane
4) Or, toggle it by clicking the Pinned Tool Button.
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Primitives
X
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Workspaces
Hierarchy
Inspector
Miniworld
Project
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Workspaces
Hierarchy
Inspector
Miniworld
Project
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A
B
X
Y
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Made with Unity : Generative Art