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    180
  • Rank 213,097 (Top 5 %)
  • Language
    C#
  • License
    MIT License
  • Created about 6 years ago
  • Updated about 4 years ago

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Repository Details

Plug-and-play VR comfort for Unity.

VR Tunnelling Pro (VRTP) is the most advanced VR comfort solution for Unity 5.6+. It can be dropped in to almost any project for plug-and-play comfort options. It's developed by Sigtrap with support from Oculus, and supports all major VR platforms including

  • Oculus Rift, Go and Quest
  • HTC Vive
  • Playstation VR
  • Samsung GearVR
  • Google Daydream

VRTP is designed not only as a plugin, but a platform for experimenting with and developing new comfort techniques. Familiarity with the source will allow developers to quickly implement new techniques.

Full documentation for the current release is available at http://www.sigtrapgames.com/VrTunnellingPro/html. Check out the Quickstart Guide to dive right in, or see our talk Integrating Locomotion in Unity, Unreal, and Native Engines from Oculus Connect 5.

VRTP is also available on the Unity Asset Store here.

What is Tunnelling?

Much of VRTP's core is based on "Tunnelling", a technique to reduce sim-sickness in VR games, experiences and apps.

Artificial locomotion in VR - cars, spaceships, first-person "thumbstick" movement - causes sim-sickness in many users. This is a result of a mismatch between the motion they feel and the motion they see. Tunnelling is a highly effective method to reduce this for a large number of users.

It works by fading out peripheral vision. The subconscious uses peripheral vision heavily to interpret motion but the conscious brain largely ignores it - as such, reducing motion in the periphery combats the overall motion disparity users feel without significant information loss.

Additionally, the periphery can be replaced with static imagery to counteract motion even more strongly, "grounding" users in a static reference frame. This is called a "cage" as including a cage or grid maximises this effect.

VR Tunnelling Pro

Key Features

  • Multiple modes
    • Color vignette
    • Replace periphery with skybox/cubemap cage
    • Replace periphery with customised full 3D cage
    • View VR scene through static "windows"
    • View cage through world-space portals
  • Masking
    • Exclude objects from the tunnelling effect
      • e.g. static cockpit to help ground users
  • Motion compensation options
    • Includes counter-rotation, counter-motion and stepped motion effects
  • Fully configurable
    • Tweak any settings in-editor or at runtime for full control
    • Preset system
      • Easily define multiple presets that users can switch between at runtime
    • Rich API
  • Mobile-friendly version included
  • Compatible with Multipass and Single Pass Stereo
  • High performance

Unreal Engine 4

VRTP is also available for Unreal Engine 4 via github and the UE4 Marketplace.

Roadmap

  • Support for Universal Render Pipeline (URP) is planned, although there is no timeline on this as yet.
  • Support for the High Definition Render Pipeline (HDRP) is desired, but not currently in development.

Currently, URP (including legacy LWRP) and HDRP users are advised to use the Tunnelling Mobile version of the effect, which is more restricted in features but works with SRP.

Documentation

HTML documentation (mirroring that at the official docs URL) can be generated using Doxygen. If you have Doxygen installed on Windows, you can just run Docs~/BuildDoxygen.bat to do so. The Docs~ folder will be ignored by Unity, and the resulting HTML docs will be ignored by git.

Credits

Developed and maintained by Dr Luke Thompson (@six_ways | github)
Research and support by Tom Heath on behalf of Oculus
Art assets by Gary Lloyd (@garylloyd89)