Unity | VRTK遊戲的基礎設

HTCVIVE與設備連接

  1. 匯入SteamVR和VRTK
    • 注意點選I made a back up/ Go ahead更新
    • 對於匯入後報錯需要跳轉到 line 146: new Texture改爲new Texture2D(0,0)

  2. 新建場景Pro1使用SteamVR/Prefabs/[CameraRig],同時刪除主攝影機

  3. 給[CameraRig]/Controller(Left)/Model和[CameraRig]/Controller(Right)/Model分別添加BoxCollider(isTrigger=True,Size=(0,0,0)))和Rigibody(useGravity=false)

  4. 場景中加入Cube,添加BoxCollider(isTrigger=T,rigibody(useGravity=F) ,設置Cube.Tag=(new)Object

  5. [CameraRig]/Controller(Left)/Model和[CameraRig]/Controller(Right)/Model添加SteamVRController.cs,將Controller(Left)和Controller(Right)拖入Trackobj槽中

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SteamVRController : MonoBehaviour
{
    [Header("VIVE手把控制器")]
    public SteamVR_TrackedObject trackobj;

    //當HTC VIVE 手把碰到物件
    void OnTriggerStay(Collider hit)
    {
        var steam_state=SteamVR_Controller.Input((int)trackobj.index) ;

        /* 更改ButtonMask.Grip/Trigger/System/Touchpad
         * 
         *steam_state.GetPress(SteamVR_Controller.ButtonMask.Grip);
         * steam_state.GetPress(SteamVR_Controller.ButtonMask.Trigger);
         *steam_state.GetPress(SteamVR_Controller.ButtonMask.System);
         *steam_state.GetPress(SteamVR_Controller.ButtonMask.Touchpad);
         *GetPressDown;
         *GetPressUp;
         *if(steam_state.GetPress(SteamXR_Controller.ButtonMask.Grip))
         * 
        */

        //持續按下HTC VIVE 手把上的Grip鍵
        if(steam_state.GetPress(SteamVR_Controller.ButtonMask.Grip))
        {
            //如果手把碰到的物件標籤爲Object(如Cube物件)
            if(hit.GetComponent<Collider>().tag=="Object")
            {
                //碰撞物的座標位置/角度=手把位置/角度
                hit.transform.position=transform.position;
                hit.transform.rotation=transform.rotation;
                //手把先開機的爲左手把
                //如果按下左手把Grip按鈕
                if(trackobj.name=="Controller (left)")
                {
                    print("Controller (left) Grip");
                    var deviceIndex=SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Leftmost);
                    //手把震動幅度0-3999,如果值小於100,基本上沒啥感覺
                    SteamVR_Controller.Input(deviceIndex).TriggerHapticPulse(3000);
                }
                else
                {
                    print("Controller (right) Grip");
                    var deviceIndex=SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost);
                    //手把震動幅度0-3999,如果值小於100,基本上沒啥感覺  
                    SteamVR_Controller.Input(deviceIndex).TriggerHapticPulse(3000);               
                }
            }
        } 

    }
}

實現手柄控制發射子彈功能

  1. 新建場景Pro2,使用SteamVR/Prefabs/[CameraRig],同時刪除主攝影機
  2. 在[CameraRig]/Controller(Left)/Model或[CameraRig]/Controller(Right)/Model下建立Sphere. 設置Rigibody.UseGravity=F;SphereCollider.IsTrigger=F
  3. 給[CameraRig]/Controller(Left)/Model或[CameraRig]/Controller(Right)/Model添加SteamVRFire.cs。將Sphere拖入Bullet槽,Controller(Left)或Controller(Right)拖入Trackobj槽。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SteamVRFire : MonoBehaviour
{
    [Header("子彈物件")]
    public GameObject Bullet;
    //子彈移速
    private float Speed=1000f;
    //設定子彈銷燬時間
    private float BulletLife=5f;
    [Header("VIVE手把控制器")]
    public SteamVR_TrackedObject trackobj;
    void Start(){}
    // Update is called once per frame
    void Update()
    {
        var steam_state=SteamVR_Controller.Input((int)trackobj.index);
        //如果按下滑鼠左鍵或HTC VIVE 手把Trigger按鍵
        //if(Input.GetMouseButton(0)||steam_state.GetPress(SteamVR_Controller.ButtonMask.Trigger))//
        if(Input.GetMouseButton(0)||steam_state.GetPressDown(SteamVR_Controller.ButtonMask.Trigger))
        {
            //動態生成一顆子彈(強制轉換)
            GameObject BulletPrefab=Instantiate(Bullet,Bullet.transform.position,Bullet.transform.rotation) as GameObject;
            //開啓動態生成的物件(子彈)
            BulletPrefab.SetActive(true);
            //抓取子彈的RigiBody屬性
            Rigidbody rb=BulletPrefab.GetComponent<Rigidbody>();
            //透過AddForce給子彈某一個方向力,讓物體繼續往前
            rb.AddForce(BulletPrefab.transform.forward*Speed);
            //子彈沒有達到任何東西的情況下就等待5秒刪除子彈
            Destroy(BulletPrefab,BulletLife);
        }
    }
}

VRTK插件與UGUI的交互:Menu Scene製作

必備Game Object如下。Directional Light,Floor分別控制打光和場景的“地面”,這裏不再作具體說明。
[外鏈圖片轉存失敗(img-W6cQ1R6Q-1562839244125)(https://i.imgur.com/GoauE0Q.png)]

[VRTK_SDKManager]

為VR SDK提供支持。核心是SDKSetups,SDKSetupSwitcher將SDKSetups轉換為便於操作的GUI界面。

[VRTK_Scripts]

設定手柄等控制器與UGUI的交互。
這裏只賦予右手把(RightController)交互功能,需要添加的Component如下。

[外鏈圖片轉存失敗(img-GeoHCATK-1562839057544)(https://i.imgur.com/6k8KLym.png)]

VRTK_Controller Events

[外鏈圖片轉存失敗(img-mmwFUE6G-1562839057544)(https://i.imgur.com/bhiuPlB.png)]
details

VRTK_Pointer

Provides a basis of being able to emit a pointer from a specified GameObject.

[外鏈圖片轉存失敗(img-MIpJIiaD-1562839057545)(https://i.imgur.com/57miUrZ.png)]

details

VRTK_Straight Pointer Renderer

A visual pointer representation of a straight beam with an optional cursor at the end.

[外鏈圖片轉存失敗(img-Z9qILiV3-1562839057546)(https://i.imgur.com/piycVQW.png)]
details
記得更改設置
General Appearance Settings.Tracer Visibility = Always On;
General Appearance Settings.Cursor Visibility = Always On;

VRTK_UI Pointer

Provides the ability to interact with UICanvas elements and the contained Unity UI elements within.

[外鏈圖片轉存失敗(img-F4DIAIaF-1562839057547)(https://i.imgur.com/54S5Yb3.png)]
details
記得更改設置
Activation.Activation Mode = Always On;

[Canvas]

[外鏈圖片轉存失敗(img-AQxN2VMm-1562839057548)(https://i.imgur.com/uMd8RqO.png)]

  • Canvas基礎設置
    Canvas.RenderMode = WorldSpace;
  • 添加VRTK_UI Canvas
  • 綁定Menu.cs控制程式
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Menu : MonoBehaviour
{
    public void ToProj1()
    {
        Application.LoadLevel("Pro1");
    }

    public void ToProj2()
    {
        Application.LoadLevel("Pro2");
    }

    public void ToProj4()
    {
        Application.LoadLevel("Pro4");
    }
}

[EventSystem]

Menu Scene製作步驟概括

  1. 新建保存一個Scene。
  2. 匯入[VRTK_SDKManager]預知
  3. 創建Empty Game Object作為Right Controller和Left Controller。
  4. 添加Canvas及其下的Button。
  5. 確保有EventSystem生成(若沒有從Scene/[SDKSetupManager]/SDKSetupSwitcher/EventSystem 中複製粘貼一個EventSystem到Scene/EventSystem並勾選Inspector的小方框使之有效)。
  6. 設置Canvas模式為World Space,並添加VRTK_UIPointer元件
  7. 編寫menu.cs程式,並將之綁定在Canvas上,然後爲Button增添Click事件。
  8. Scene/LeftController添加VRTK_Controller Events
  9. Scene/RighttController添加
  • VRTK_Controller Events
  • VRTK_UI Pointer:
    .ActivationMode = Always On;
  • VRTK_Controller UI Pointer Events_Listener Example
  • VRTK_Pointer
  • VRTK_Straight Pointer Renderer:
    .TracerVisibility = Always On;
    .CursorVisibility = Always On;
  1. 在build setting中增添設計的場景並編譯
  2. 運行(調整button位置)。

加入VRTK的遊戲製作:模擬水果忍者

在Menu場景的基礎上修改:
[外鏈圖片轉存失敗(img-P0uRZJc3-1562839057550)(https://i.imgur.com/GoauE0Q.png)]
[VRTK_Scripts]不變,需要修改[VRTK_SDKManager],把遊戲結構加入到其中,即可:
[外鏈圖片轉存失敗(img-4QCy25hZ-1562839057551)(https://i.imgur.com/8WOgAOr.png)]

修改Canvas

  1. 刪除Button元件
  2. 去掉VRTK_UIPointer元件和menu.cs(用不上了)
  3. 設置Canvas模式為Screen Space (Camera)
  4. 在Canvas下添加三個Text,分別管理Score,Time和GAME OVER文字顯示
  5. 將Canvas拖至[VRTK_SDKManager]/SDKSetups/SteamVR/[CameraRig]/Camera(head)下
    [外鏈圖片轉存失敗(img-KcVxnWmD-1562839057552)(https://i.imgur.com/R5u7lbG.png)]

設置Controller

  1. 製作左右手的武器(從asset找或用cube替代皆可)
  2. 分別添加帶Trigger的Box Collider和不帶Gravity的Rigibody
  3. 將武器分別拖至[VRTK_SDKManager]/SDKSetups/SteamVR/[CameraRig]/Controller(Left)和[VRTK_SDKManager]/SDKSetups/SteamVR/[CameraRig]/Controller(Right)下
    [外鏈圖片轉存失敗(img-Ai3ElVeS-1562839057552)(https://i.imgur.com/e2SZN7P.png)]

製作遊戲

  1. 創建Empty Object命名爲GM,並賦其GM.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class GM : MonoBehaviour
{
    #region 倒計時
    [Header("倒數時間的文字")]
    public Text CountdownTimeText;
    [Header("屬性面板中可調整整體遊戲的時間")]
    public int Timer;
    //程式中倒數計時
    int ScriptTimer;
    #endregion

    #region 計分
    [Header("計分文字")]
    public Text ScoreText;
    //計算總分數
    int TotalScore;
    #endregion

    #region 產出物件
    [Header("所有要產出的物件")]
    public GameObject[] CreateObject;
    [Header("物件產出的位置")]
    public GameObject[] CreatePos;
    #endregion
    [Header("遊戲結束文字")]
    public GameObject GameOverObj;

    //判斷是否遊戲結束
    bool isGameOver;

    // Start is called before the first frame update
    void Start()
    {
        //程式中的倒計時=屬性面板中調整的時間
        ScriptTimer=Timer;
        InvokeRepeating("CountdownTime",1f,1f);
        InvokeRepeating("CreateObj",Random.Range(0.5f,1.5f),Random.Range(0.5f,1.5f));
    }

    // Update is called once per frame
    void Update()
    {
        //判斷是否遊戲結束
        if(isGameOver)
        {
            GameOverObj.SetActive(true);
        }
        else
        {
            GameOverObj.SetActive(false);
        }
    }

    void CountdownTime()
    {
        ScriptTimer--;
        ScriptTimer=Mathf.Clamp(ScriptTimer,0,Timer);
        CountdownTimeText.text="Time: "+ScriptTimer+"s";
        if(ScriptTimer<=0)
        {
            isGameOver=true;
        }
    }

    public void totalScore(int AddScore)
    {
        TotalScore+=AddScore;
        ScoreText.text="Score: "+TotalScore;
    }

    void CreateObj()
    {
        if(!isGameOver)
        {
            Instantiate(CreateObject[Random.Range(0,CreateObject.Length)],CreatePos[Random.Range(0,CreateObject.Length)].transform.position,transform.rotation);
        }
    }
}
  1. 將Canvas中的Text拖至GM設定中的對應槽中,隨便設置一個遊戲時間(30s爲例)
    [外鏈圖片轉存失敗(img-RIkxxV47-1562839057553)(https://i.imgur.com/4sUReRp.png)]
  2. 製作產出位置:新建Empty Object命名爲Game拖至Position,在該空物件下再新建空物件若干,分別調節各個空物件位置(空物件所處位置即爲產出位置)。
    [外鏈圖片轉存失敗(img-csoAF19k-1562839057554)(https://i.imgur.com/tV810Bo.png)]

Note:可用Select Icon與其它遊戲物件作區分

  1. 將GamePosition拖至[VRTK_SDKManager]/SDKSetups/SteamVR下
  2. 指定GM中的產出位置數目,將GamePosition中的空物件拖至生成的對應槽中。
    [外鏈圖片轉存失敗(img-QsP9wQhX-1562839057555)(https://i.imgur.com/q8YUCYx.png)]
  3. 製作產出物件之水果:從3D農產品中拖出幾種水果,設置Tag=Food;添加帶Trigger的Sphere Collider和帶Gravity的Rigibody;同時賦其Object.cs;給水果的子物件分別添加不帶Trigger的Sphere Collider;完成後將物件製成Prefab保存後從場景中刪除。

Note: 水果的各個Collider尤其要注意範圍設置適當。

  1. 製作產出物件之炸彈:從3D Weapon中拖出幾種炸彈,設置Tag=NotFood;添加帶Trigger的Sphere Collider和帶Gravity的Rigibody;同時賦其Object.cs;完成後將物件製成Prefab保存後從場景中刪除。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Objects : MonoBehaviour
{
    //往某個方向飛的力量值
    float StartForce;

    Rigidbody rigidbodyObject;// * 動態生成物件最好聲明爲私有
    
    // Start is called before the first frame update
    void Start()
    {
        //如果物件沒有被削到,過5s消失
        Destroy(gameObject,5f);
        //隨機生成一定範圍內的力量值
        StartForce=Random.Range(7.5f,8.5f);
        //抓取水果/炸彈物件身上的rigibody
        rigidbodyObject = GetComponent<Rigidbody>();
        //給帶有Rigibody的物件一個方向力
        //Vector3.up;//世界座標y軸
        //transform.up;//物件座標y軸
        rigidbodyObject.AddForce(transform.up * StartForce,ForceMode.Impulse);
    }
}
  1. 指定GM中的產出物件數目,將製作的產出物件預製物拖至生成的對應槽中。
    [外鏈圖片轉存失敗(img-VnjOlGzS-1562839057556)(https://i.imgur.com/MGM6vl3.png)]

  2. 完善特效預製:從Prefab中拖出效果預知,分別賦予DestroyObject.cs並指定效果持續時間(假設爲2s)後保存修改。

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DestroyObject : MonoBehaviour
{
    public float DeletTime;
    
    // Start is called before the first frame update
    void Start()
    {
        Destroy(gameObject,DeletTime);
    }
}

  1. 添加武器劈砍產出物件的效果:給之前製作的左右手武器賦予HitObject.cs,指定效果槽數爲2,Element0放置刀影效果,Element1放置爆炸效果。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class HitObject : MonoBehaviour
{
    //透過腳本抓取食物子物件
    Transform[] FoodChildren;
    //水果與爆炸物的特效 0:水果特效;1:爆炸特效
    public GameObject[] EffectPrefab;

    // Start is called before the first frame update
    //void Start(){}

    private void OnTriggerEnter(Collider hit)
    {
        //如果刀子碰到食物
        if(hit.GetComponent<Collider>().tag=="Food")
        {
            //當刀子砍到水果,防止水果物件重新被觸發,將父物件Collider關閉
            hit.GetComponent<Collider>().enabled=false;
            //將父物件的Rigidbody屬性刪除
            Destroy(hit.transform.GetComponent<Rigidbody>());
            //找尋下一階層的子物件
            FoodChildren=hit.GetComponentsInChildren<Transform>();
            //給子階層物件Rigidbody
            FoodChildren[2].gameObject.AddComponent<Rigidbody>();
            FoodChildren[1].gameObject.AddComponent<Rigidbody>();
            //開啓子階層物件Collider
            FoodChildren[2].gameObject.GetComponent<Collider>().enabled=true;
            FoodChildren[1].gameObject.GetComponent<Collider>().enabled=true;
            //傳遞分數資訊給GM並顯示加250分
            GameObject.Find("GM").GetComponent<GM>().totalScore(250);
            //動態產生水果特效
            Instantiate(EffectPrefab[0],hit.transform.position,hit.transform.rotation);
        }

        //如果刀子碰到爆炸物
        if(hit.GetComponent<Collider>().tag=="NotFood")
        {
            //傳遞分數資訊給GM並顯示扣150分
            GameObject.Find("GM").GetComponent<GM>().totalScore(-150);
            //動態產生爆炸物特效
            Instantiate(EffectPrefab[1],hit.transform.position,hit.transform.rotation);
            //刪除爆炸物件
            Destroy(hit.gameObject);
        }
    }
}

測試

  1. 將任一武器拖至Scene下後運行遊戲(Simulator模式下)通過拖動武器檢驗遊戲進行中的水果炸彈生成上拋,武器劈砍,水果切開,炸彈爆炸等效果。
  2. 暫停遊戲後開啓SteamVR關閉Simulator後繼續進行遊戲,觀察遊戲界面分數與時間的顯示,以及遊戲結束後“Game Over”字體的顯示。

參考設置圖片

[外鏈圖片轉存失敗(img-4aKYeDjF-1562839057557)(https://i.imgur.com/oiIzAsR.png)]
[外鏈圖片轉存失敗(img-QwGYDen7-1562839057558)(https://i.imgur.com/wpUvov1.png)]
[外鏈圖片轉存失敗(img-cBL7qMHH-1562839057560)(https://i.imgur.com/OU6IzpL.png)]
[外鏈圖片轉存失敗(img-DZNaXLgh-1562839057560)(https://i.imgur.com/U691syB.png)]
[外鏈圖片轉存失敗(img-Rd2N3USw-1562839057562)(https://i.imgur.com/R9qHCAH.png)]
[外鏈圖片轉存失敗(img-Hhtkv2na-1562839057563)(https://i.imgur.com/uytl1RS.png)]
[外鏈圖片轉存失敗(img-7EdOs8mE-1562839057564)(https://i.imgur.com/zvgtqiF.png)]
[外鏈圖片轉存失敗(img-4G1nNMXv-1562839057564)(https://i.imgur.com/PZRokx0.png)]
[外鏈圖片轉存失敗(img-N4qkXNyc-1562839057565)(https://i.imgur.com/q3KXImH.png)]
[外鏈圖片轉存失敗(img-J7xy38Fs-1562839057566)(https://i.imgur.com/26m8Pib.png)]
[外鏈圖片轉存失敗(img-B3KReZLR-1562839057568)(https://i.imgur.com/qADuEVE.png)]
[外鏈圖片轉存失敗(img-2BU4tWe3-1562839057568)(https://i.imgur.com/JunbrGl.png)]
[外鏈圖片轉存失敗(img-drHL8Eu6-1562839057569)(https://i.imgur.com/0xxjk3x.png)]
[外鏈圖片轉存失敗(img-JeQP7oMn-1562839057570)(https://i.imgur.com/i4U8U2n.png)]
[外鏈圖片轉存失敗(img-LtHrid4Q-1562839057570)(https://i.imgur.com/HYxGEN8.png)]

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