Unity 3D / C# / Visual Studio - Original house visit development - 'Archviz - Virtual Reality for Oculus Rift' - version 1.0
January 2020 - Development time: 2 days (excuding the house design)
🔨 House visit made with Unity 3D (ver. 2019.2.4f1). Visit a non existing house in a realistic 3D environment. It's the VR version for Oculus Rift of my 'Archviz' work (see the repository here).
You need a high-end computer and an Oculus Rift or an Oculus Rift S to run this demo. (If you can test it on HTC Vive or Valve Index, give me your feedback!!!)
You need the Oculus sofware installed and allow content from unknown sources.
- Open the Oculus app on your PC computer.
- Select Settings in the left menu.
- Select the General tab.
- Next to Unknown Sources, adjust the toggle and then confirm to allow content from unknown sources.
Download the installer here [802Mb] and just follow the instructions.
Download the zip with the game here [979Mb] and unzip archviz-vr-windows64.zip on your computer.
In 'archviz-vr-windows64' launch architecture.exe by clicking on it to play.
Download the zip with the game here [980Mb] and unzip archviz-vr-mac-osx.zip on your computer.
In 'archviz-vr-mac-osx' launch archviz-mac-osx.app by clicking on it to play.
Warning: It's not an approved Mac App Store application so you will have to select 'allow apps downloaded from anywhere' or click on 'open anyway' on the alert box if you want to launch the game.
Scripts used are in the scripts folder on this repository.
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This application is a showcase in which you can visit a house in VR. The house has been 'build' by me using Unity 3D, some assets from the asset store, Probuilder3D et Progrid components and even a ruler.
Use the trigger of your Oculus Touch to make the pointer appear. Select the direction with the 'thumbstick' then release the trigger to teleport.
It works with the two controllers so the visit can be enjoyed by right-handed or left-handed according to the Oculus development guidelines.
The app uses the 'Oculus Integration' asset provided by Oculus. I just had to custom some components and elements of the scene to make it works with Oculus Rift.
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