Hey, so in case you haven’t heard already the Oculus Quest is a thing. It’s been a long time coming but we finally have proper PC free VR. I’m not going to go into any real detail about it other than to say I’m super excited to get my hands on one of these things when it’s released next year. If you want to know the ins and outs of what’s currently known about the product I’d suggest watching tested.com’s coverage of it at Oculus Connect 5 below.
Well the Oculus Go is out. I’ll likely be picking one up later this year just to give it a go (see what I did there), but being a 3DOF system it isn’t the VR system I’ve been waiting for.
Having said that, the Go looks like an important step forward for VR and even 3DOF systems like this have plenty of interesting applications.
If you’re interested to know more, take a look at this detailed review from the team at Tested.
- Use version control. Thankfully I started doing this very early on. I had heard of the benefits and for whatever reason actually took them seriously. I started a religious habit of regularly pushing changes to GIT. I only used GIT to roll back to previous versions of projects hand handful of times, but had I not had the option I would have had a much bigger problem on my hands.
- Don’t underestimate the time required. Taking on any study that requires large blocks of time can’t be taken lightly. It’s not going to be enough to only do a 30 min stretch at lunch, or an hour once the kids are in bed. You’re going to need a clear half day at least once a week to make real progress. Also, make sure you know what’s going to consume your time on projects in any given block. No sense clearing 4 hours for study only to have 3 hours of that time consumed rendering a 4k 360 video.
- Don’t forget to look after yourself. With pressure on your time, it’s easy to cut out things like exercise or time with your family. Don’t do that. Cut out things that are actually a waste of time instead. TV is a big one but also think of ways of compressing your time. Like listening to audio books while you go for a run rather than reading a book alone.
- Take breaks. If your mind is cluttered you’re not going to learn as well as you might. I found when I spent more than an hour trying to solve an issue the thing to do was take a 20-minute walk, clear my head, then take another crack at it. It’s amazing how often your mind will solve problems for you when you let it.
- Take notes. Even if you never refer to them, take them anyway. Do this with a pen and paper (or a tablet and a pencil). It’s all about making the information get in your head. I almost never refer to my notes, I don’t take them to remember later. I take them to remember them now.
- Try and integrate your life into your study. I did this by using my kids as the target audience for my projects and used them as user testing subjects while developing. It let me spend quality time with them and get some study done. It was also an education for them too so a real win-win.
- Scope out what you’ll need before you begin. I started my course with a late 2009 Mac Mini. While old, it was fine for much of the course. The later parts that required 4k 360 video editing, not so much. This sort of thing can add considerable costs to your study budget so make sure you have a line of sight on this and save accordingly.
- Get involved in the community. A huge part of successful study for me was the community of learners and educators around the subject. Help others and ask for help when you need it. Don’t waste time beating yourself to death if you get stuck. Solving your problem on a public forum helps everyone else with the same issue in future. So don’t be selfish, ask for help.
- Be grateful. To your partner for looking after the kids. To your friends for listening to your ramblings about project issues. To your classmates and mentors for helping you along the way. Be grateful.
- Stick it out. Software development is hard. It’s not supposed to be easy. It is literally constant problem-solving. There will be times you’ll think “maybe I’m just not good at this”. Just keep going.
I’ve been AFK for a while (holiday) so I just wanted to post the details of the final version of “night at the museum” I finished a few weeks ago that I delivered as part of my Udacity VR course.
The project went well (in that I passed) but I have to admit it was an exercise in restraint as much as anything. Like a lot of people, I tend to have big plans for everything I make but those plans are not always practical. This project was no exception. While I am ultimately happy with what I created, I do consider it very much a minimum viable project. When it comes to working on assignments like this there are a number of things to consider. First and foremost for me is available time.
I’m totally loving learning VR development, at this point, I spend almost all my free time doing it. But working full time and having a young family is a busy time in life, so if I want to progress projects I have to be efficient with my time or things can stagnate. Also, I currently pay for my studies via a monthly subscription so every extra month a project slips into comes at a significant extra cost.
Just to give you a few examples of compromises made on this project:
- Playing content at each of the stations was fairly limited and doesn’t have much finesse. For example, the final build allows the user to play audio from all 5 stations at the same time, this leads to a fairly horrible experience if a user does this
- I reused a museum model from a previous project because it was faster than building my own. This means it’s not really an ideal setup. Space feels a little constrained and doesn’t provide much room to move about. Most real museums are quite spacious so it didn’t really fit the aesthetic I was aiming for
- I wasn’t that happy with the spatial audio implementation. The environment had a bit too much reverberated for my liking and given more time I would have improved this a bit
- There’s no environmental audio, just the content of the stations. I’d preferred to add some atmosphere to the scene just to add the feel of the place
There are loads of other things that could be better about the final deliverable, but ultimately what was made “did the job”. Creating anything is always a series of compromises and I think delivering something you can live with and (resourcing permitting) can be built upon, is more important than getting things perfect. Perfection, after all, is the enemy of the shipped.
It’s hard to not have “all the feels” watching the above video (Ideally in VR if you’ve got a cardboard headset). The creators have done such an amazing job of crafting a great story with some seriously well thought out VR technique.
For example transitions/cuts within a 360 video like this can be very jarring, and require the user to reorientate themselves with each cut. In this video, they’ve used the fixed position of the car interior to ground the viewer. It’s extremely effective at controlling the flow of the experience.
The audio is also exceptional. Not only does the song do a great job of creating an emotional connection to the characters, but the changes in audio based on when the characters are inside or outside the car are just wonderful. Spatial audio at its finest.
Just a beautiful bit of work.
The more I create C# scripts in Unity the more I learn about optimising those scripts. With code there are 100s of ways to solve a problem, not all of them efficient, so learning to check your codes performance seems like a must.
Things to look for
So far I’ve come across a few simple things to look out for on the projects I’ve been coding. I’ll post more as I come across them in future.
- Anything that’s called every frame creates consistent load on the CPU, GPU or both. If what’s called is inefficient or large it will have a negative effect on frame rate. In VR this is particular bad given low frame rates can make your user physically sick. Be sure to look at what’s in the Update and FixedUpdate methods and do your best to optimise the code as much as possible.
- Working on mobile we will almost always be maxing out the graphics capability of the device. This effects the performance of the Update method. On the other hand FixedUpdated runs in sync with Unity’s physics engine. This will make sure your physics will be the most accurate and consistent. FixedUpdate is called every “physics step”, so is regularly used for adjusting physics (rigid body) objects. Make sure you always put your physics code in FixedUpdate.
- Avoid using GameObject.Find. It basically requires the system to cycle through all of the GameObjects in the game to find the right one, which obviously is expensive for the CPU. If you know what object we are using ahead of time, define the object at the top of the script and reference it that way. GameObject.Find is useful for testing out ideas, but that’s about it.
As with most things in Unity, there’s a fairly reasoned logic to how this is done. You need three main things:
- An audio source. You can think of this as the media player, it is literally the source of the audio within your environment
- An audio clip. This is the actual audio file that will be played by your audio source. So think of this as the song that will be played by your media player
- An audio listener. This is effectively your virtual ears within the virtual world. Normally this is attached to your main camera.
To give you an example of how I this works in practice. I first attached a GvrAudioListener to my main camera. This will allow my player to hear the sounds produced. Next, add a GvrAudioSource to a GameObject you want to produce a sound. Now load your audio source (your media player) with an audio clip. There are a few different supported formats, any old mp3 will work nicely. Just drag your MP3 into the audio click field of your GvrAudioSource. By default, the audio will play on wake, so just hit play to enter game mode and you should hear your new audio right away.
For more information on the ins and outs of Google Cardboard Audio capabilities, check out the documentation.
Pro Tip: If you find your audio doesn’t play, try clicking edit -> project settings -> audio and make sure the “Spatializer plugin” is set to Gvr.
Managed to get everything to compile to the phone again. Also, I can move about the place now 🙂
The big issue was around the legacy Google Cardboard SDK junking up the project. Completely deleting all SDK related files, old and new, then reinstalling the new was the quickest solution.
Once that was done, recreating key items like the events system and camera using the supplied GVR SDK components made life relatively straightforward.
Big thanks to synthercat for his wise guidance.
Check out the video below.
So that thing I broke, it’s getting fixed. Little by little, day by day.
So far I’ve managed to get:
- VR working properly again (at least I think I have)
- select objects again
- the FPS back over 60
Unfortunately I still can’t compile to my phone but hopefully, the weekend sorts that. It’s funny how breaking this thing has been possibly the most educational part of the course so far. I’m not saying I’d make a habit of it, but it was a net positive overall.
Here’s the latest update:
I’m working on a project for my studies with Udacity. The goal is to create a VR experience that demonstrates my research into a VR company. I’ll do a series of posts on this as I progress along the path to completion.
To start here’s my first crack at the initial documentation for the project:
Statement of purpose
The purpose of the "Night at the museum" application is educate the user on the HTC Vive VR solution. The experience is based on an exhibit style scene, which contains 5 "stations", each covering some aspect of the HTC Vive.
The target audience for this application is anyone interested in VR that would like to learn more about the HTC Vive VR solution. Here’s a basic persona from them:
Name: Wade Watts Age: 18 Role: Budding VR enthusiast VR Experience: Experience with google cardboard but limited beyond that Quote: "VR is very exciting, I can't wait to learn more" About this person: Wade has grown up with computers, game consoles, tablets and smart phones. He's a digital native that loves to escape into his devices. VR is the ultimate expression of that escape.
I’ve started by looking at different museum and exhibit styles to select a something that fits the aesthetic I’m looking for. After looking at altogether too many museums (if that’s possible) I eventually settled on classic Greek style building with exhibits setup like sculptures on pedestals. I’m using the following images as inspiration for the design:
I like this style, it reminds me of some of my favourite museum tours, and I’ve also done some work in a previous project that shares a similar style. This should allow me to reuse some of the assets from that project, meaning I can move faster. Always important when you’re pressed for time.
Having established a concept for the style of the experience a setup to make a concept build. Using the assets from previous work made putting something workable together relatively easy.
I added a terrain GameObject with a few mountains in the distance to give the scene a sense of depth. I dropped in a “temple” model that is a good fit for a museum and added a few items to flesh out the concept. For the actual stations I acquired an HTC Vive model from sketchfab user Eternal Realm. I also kept an eye out for the scenes frame rate to make sure I wasn’t introducing anything at this early stage that had a big impact on performance. I still have a few more models to acquire but I’m happy with the direction the concept is heading in.
Now that I’ve got the basics in place the next thing on the agenda is the first round of user testing. I shouldn’t have to much trouble acquiring a suitable test subject to get things moving. I will be interesting to see how the scene changes and progresses over the course of development.