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Inhaltsverzeichnis

Seite 1 - Unity Developer Guide

Unity Developer Guide

Seite 2 - Copyrights and Trademarks

10 | A Detailed Look at the Unity Integration | UnityA Detailed Look at the Unity IntegrationThis section examines the Unity integration, including th

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Unity | A Detailed Look at the Unity Integration | 11This folder also contains the plugins for other platforms: OculusPlugin.bundle for MacOS; and And

Seite 4 - 4

12 | A Detailed Look at the Unity Integration | UnityTwo scripts (components) are attached to the OVRPlayerController prefab:• OVRPlayerController.cs•

Seite 5 - Introduction

Unity | A Detailed Look at the Unity Integration | 13OVRManagerOVRManager is the main interface to the VR hardware. It is a singleton that exposes the

Seite 6 - Installation

14 | A Detailed Look at the Unity Integration | UnityHelper ClassesIn addition to the above components, your scripts can always access the HMD state v

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Unity | A Detailed Look at the Unity Integration | 15OVRMainMenu OVRMainMenu is used to control the loading of different scenes. It also renders a men

Seite 8 - Getting Started

16 | A Detailed Look at the Unity Integration | UnityYou will find the following sample scenes located in Assets/Scenes:30Hz_Sample An example of how

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Unity | A Detailed Look at the Unity Integration | 17SaveState_Sample An example demonstrating saving the state of the game on pause and loading it on

Seite 10 - Contents

18 | A Detailed Look at the Unity Integration | Unityinterface guidelines and requirements, please review Interface Guidelines and UniversalMenu in th

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Unity | A Detailed Look at the Unity Integration | 19Table 4: Gear VR Touchpad Controller MappingsButton / Axis Name Input Manager Mapping / AxisValue

Seite 12 - Unity Components

2 | Introduction | Unity2 | | Copyrights and Trademarks© 2015 Oculus VR, LLC. All Rights Reserved.OCULUS VR, OCULUS, and RIFT are trademarks of Oculu

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20 | Configuring for Build | UnityConfiguring for BuildThis section describes building your project to PC and mobile targets.PC Build Target: Microsof

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Unity | Configuring for Build | 21Navigate to Edit > Project Settings > Quality. Set the values in this menu to the following:Figure 3: Resoluti

Seite 15 - Oculus Mobile SDKExamples

22 | Configuring for Build | UnityThe most important value to modify is Anti-aliasing. The anti-aliasing must be increased to compensate for thestereo

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Unity | Configuring for Build | 23Note: The Use 24-bit Depth Buffer option appears to be ignored for Android. A 24-bit window depthbuffer always appe

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24 | Configuring for Build | UnityChecking Optimize Mesh Data may improve rendering performance if there are unused components in yourmesh data.Config

Seite 18 - Control Layout: Mobile

Unity | Configuring for Build | 25Configuring Time SettingsNote: The following Time Settings advice is for applications which hold a solid 60FPS, upd

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26 | Configuring for Build | UnityRunning the BuildNow that the project is properly configured for VR, it’s time to install and run the application on

Seite 20 - Configuring for Build

Unity | Sample Unity Application Demos | 27Sample Unity Application DemosThis section describes the sample Unity applications provided by Oculus as a

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28 | Sample Unity Application Demos | UnityTuscany (PC only)Gamepad Control• If you have a compliant gamepad controller for your platform, you can con

Seite 22 - Mobile Build Target: Android

Unity | Best Practices: Mobile | 29Best Practices: MobileThis section provides simple guidelines to help your Android Unity app perform well.Good perf

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Unity | Contents | 3ContentsIntroduction...5Requ

Seite 24 - Configuring Quality Settings

30 | Best Practices: Mobile | UnityReducing Draw CallsKeep the total number of draw calls to a minimum. A conservative target would be less than 100 d

Seite 25 - Android Manifest File

Unity | Best Practices: Mobile | 31Reduce Geometric ComplexityKeep geometric complexity to a minimum. 50,000 static triangles per-eye per-view is a co

Seite 26 - Running the Build

32 | Best Practices: Mobile | UnityDesign ConsiderationsPlease review Design Guidelines in the Mobile SDK documentation if you have not already done s

Seite 27 - Pre-Built Demo Controls

Unity | Best Practices: Mobile | 33The Unity Profiler displays CPU utilization for the following categories: Rendering, Scripts, Physics,GarbageCollec

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34 | Best Practices: Mobile | UnityWhile in the Game View, pressing the Stats button (circled in red in the upper-right of the following screenshot)ab

Seite 29 - Best Practices: Mobile

Unity | Best Practices: Mobile | 35In this mode, translucent colors will accumulate providing an overdraw “heat map” where more saturated colorsrepres

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36 | Migrating From Earlier Versions | UnityMigrating From Earlier VersionsThe 0.4.3+ Unity Integration’s API is significantly different from prior ve

Seite 31 - Best Practices

Unity | Migrating From Earlier Versions | 371. Ensure you didn’t modify the structure of the OVRCameraController prefab. If your eye cameras are onGam

Seite 32 - Unity Profiling Tools

38 | Migrating From Earlier Versions | UnityDeprecated Use InsteadcameraController.FarClipPlane cameraRig.rightEyeCamera.farClipPlanecameraController.

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Unity | Known Issues and Troubleshooting | 39Known Issues and TroubleshootingThis section outlines some currently known issues with Unity integration

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4 | Contents | UnityRevision...41

Seite 35 - Figure 9: VrScene: Tuscany

40 | Known Issues and Troubleshooting | UnityAfter importing the latest Oculus Unity Integration package the rendering is corrupted.We require the ori

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Unity | Revision | 41RevisionReleased March 31, 2015

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Unity | Introduction | 5IntroductionWelcome to the Oculus Unity Developer Guide.This document describes developing Unity 3D games and applications for

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6 | Introduction | Unityconsiderable resources to one path. Your license choice will depend largely on the performancecharacteristics and distribution

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Unity | Introduction | 7Monitor SetupTo get the best experience, you and your users should always configure the Rift correctly.In Windows 7 and Window

Seite 40 - Contact Information

8 | Getting Started | UnityGetting StartedThis section describes steps taken to begin working in Unity.Importing the Unity IntegrationIf you are alrea

Seite 41 - Revision

Unity | Getting Started | 9Adding VR to an Existing Unity ProjectThe Unity Integration package may be used to integrate Oculus VR into an existing pro

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