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Labs

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Getting Started in

EditorXR

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Selection

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VIVE: Controller

Trigger

Grip button

Menu button

Touchpad

(Vive)

Menu button

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VIVE: EVR Controls

Trigger

  • Selection
  • Scaling
  • Button interaction
  • Locomotion:
    • Accelerate (fly)

Grip button

  • Workspace interaction
  • World scaling
  • Rotate (while flying)

Menu button

  • Locomotion:
    • Blink / Fly

Touchpad

  • Radial menu interactions
  • Reset scale (while scaling)

(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

  • Workspace interaction
  • World scaling
  • Rotate (while flying)

Primary trigger

  • Selection
  • Scaling
  • Button interaction
  • Locomotion:
    • Accelerate (fly)

Thumbstick

  • Radial menu interactions
  • Reset scale (while scaling)

B button

  • Locomotion:
    • Forward (fly)
    • Blink

A button

  • Locomotion
    • Backward (fly)

(Oculus)

button

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Selection

Ray

Selection

Cone

Ray

Selection

Cone

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  • Direct selection allows you to grab any object within arm’s reach. Dip the blue selection cone at the end of your controller into an object for direct selection and pull the primary trigger (usually under your index finger).

  • Ray selection allows you to move objects further than arm’s distance away. When objects are selected with the ray, the Manipulator Gizmo comes up.

  • Multiple select is enabled by double-tapping the secondary trigger (Oculus) or the grips (Vive). This will toggle the multi-select state and change the ray color.

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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

  • Undo
  • Redo
  • Clone
  • Cut
  • Copy
  • Paste
  • Delete
  • Cut
  • Lock / Unlock
  • Select Parent
  • Change Pivot (Center vs. Origin)
  • Switch Manipulator (Local vs. Global)

Scroll

    • Thumbstick (Oculus)
    • Thumbpad (Vive)

Remains toggled until object is selected

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Labs

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:

    • Plane movement
    • Axis movement
    • Free selection sphere: move the joystick (Oculus) or the thumbpad (Vive) back and forth along the Y-axis to move an object closer or further away.

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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:

  • Project: Manage the Assets that belong to your project
  • MiniWorld: Edit a smaller version of your Scene(s)
  • Inspector: View and edit GameObject properties
  • Hierarchy: View all GameObjects in your Scene(s)
  • Locked Objects: View all locked GameObjects in your Scene(s)
  • Console: View errors, warnings and other messages
  • Profiler: Analyze your project's performance

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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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Labs

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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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.

  • Select the Workspace named Project. The folder list is on the left, and Assets are on the right.

  • To add Assets to the Scene, drag them out of the Workspace Asset grid (on the right side), and place them in the space surrounding you.

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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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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:

  1. Navigate back to the main menu and select the tool again to toggle it using the [X] button on the top right hand corner of the pane.

  • Use the pinned tool button below the Main Menu button on your controller to toggle it on and off.

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Primitives

X

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Create

Primitives

  1. Navigate to Primitives tool from main menu and select Cube, Sphere, Capsule, Cylinder, Plane, or Quad, using your ray or selection cone.

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

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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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