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chore(Structure): reorganise location of documentation

The documentation has been restructured so it is in a specific
directory and the SDK documentation is within the SDK directories
to keep the repository cleaner and make it easier for expanding
documentation in the future.
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thestonefox committed Aug 30, 2017
1 parent 9ebc1e5 commit b2bd8e8d2ef732dd8f0213390544d6453dd0b7a7
Showing with 293 additions and 195 deletions.
  1. 0 { → .github}/CODE_OF_CONDUCT.md
  2. 0 { → .github}/CONTRIBUTING.md
  3. BIN Assets/VRTK/DOCUMENTATION.pdf
  4. +9 −0 Assets/VRTK/Documentation.meta
  5. +2 −2 DOCUMENTATION.md → Assets/VRTK/Documentation/API.md
  6. +2 −2 Assets/VRTK/{DOCUMENTATION.pdf.meta → Documentation/API.md.meta}
  7. +2 −2 { → Assets/VRTK/Documentation}/EXAMPLES.md
  8. +2 −2 Assets/VRTK/{SDK/Daydream/DAYDREAM_README.md.meta → Documentation/EXAMPLES.md.meta}
  9. +4 −4 { → Assets/VRTK/Documentation}/FAQ.md
  10. +8 −0 Assets/VRTK/Documentation/FAQ.md.meta
  11. +49 −0 Assets/VRTK/Documentation/GETTING_STARTED.md
  12. +8 −0 Assets/VRTK/Documentation/GETTING_STARTED.md.meta
  13. 0 MADEWITHVRTK.md → Assets/VRTK/Documentation/MADE_WITH_VRTK.md
  14. +8 −0 Assets/VRTK/Documentation/MADE_WITH_VRTK.md.meta
  15. 0 { → Assets/VRTK/Documentation}/THANK_YOU_CREDITS.md
  16. +8 −0 Assets/VRTK/Documentation/THANK_YOU_CREDITS.md.meta
  17. 0 Assets/VRTK/SDK/Daydream/{DAYDREAM_README.md → ABOUT.md}
  18. +8 −0 Assets/VRTK/SDK/Daydream/ABOUT.md.meta
  19. +21 −0 Assets/VRTK/SDK/Daydream/README.md
  20. +8 −0 Assets/VRTK/SDK/Daydream/README.md.meta
  21. +24 −0 Assets/VRTK/SDK/HyperealVR/README.md
  22. +8 −0 Assets/VRTK/SDK/HyperealVR/README.md.meta
  23. +8 −0 Assets/VRTK/SDK/Oculus/README.md
  24. +8 −0 Assets/VRTK/SDK/Oculus/README.md.meta
  25. +11 −0 Assets/VRTK/SDK/Simulator/README.md
  26. +8 −0 Assets/VRTK/SDK/Simulator/README.md.meta
  27. +6 −0 Assets/VRTK/SDK/SteamVR/README.md
  28. +8 −0 Assets/VRTK/SDK/SteamVR/README.md.meta
  29. +10 −0 Assets/VRTK/SDK/Unity/README.md
  30. +8 −0 Assets/VRTK/SDK/Unity/README.md.meta
  31. +12 −0 Assets/VRTK/SDK/Ximmerse/README.md
  32. +8 −0 Assets/VRTK/SDK/Ximmerse/README.md.meta
  33. +0 −158 GETTING_STARTED.md
  34. +35 −25 README.md
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# Introduction
# API Documentation

This file provides documentation on how to use the included prefabs and scripts.
This file describes all of the public methods, variables and events utilised by the VRTK prefabs and scripts.

* [Prefabs](#prefabs-vrtkprefabs)
* [Pointers](#pointers-vrtkscriptspointers)

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@@ -7,7 +7,7 @@ This directory contains Unity3d scenes that demonstrate the scripts and prefabs
The example scenes support all the VRTK supported VR SDKs. To make use of VR devices (besides the included VR Simulator) import the needed third party VR SDK into the project.

For further information about setting up a specific SDK and using VRTK in your own project, check out the
[GETTING_STARTED.md](https://github.com/thestonefox/VRTK/blob/master/GETTING_STARTED.md) document.
[GETTING_STARTED.md](/Assets/VRTK/Documentation/GETTING_STARTED.md) document.

There is also a `/ExampleResources/Scripts` directory within the `VRTK/Examples` directory that contains helper scripts utilised by the example scenes to highlight certain functionality (such as event listeners). These example scripts are not required for real world usage.

@@ -189,4 +189,4 @@ A scene that demonstrates the ability to grab an object with one controller and

### 044_CameraRig_RestrictedTeleportZones

A scene that uses the `VRTK_DestinationPoint` prefab to set up a collection of pre-defined teleport locations.
A scene that uses the `VRTK_DestinationPoint` prefab to set up a collection of pre-defined teleport locations.

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@@ -34,19 +34,19 @@ Alternatively, if you have any general setup issues or other questions relating
> The [GitHub master version](https://github.com/thestonefox/VRTK) of VRTK is always the most up to date version with more features and bug fixes, however it is not as stable as the [GitHub releases](https://github.com/thestonefox/VRTK/releases) or the [Unity Asset Store version](https://www.assetstore.unity3d.com/en/#!/content/64131). It is recommended that to keep up to date with the latest features, the [GitHub master version](https://github.com/thestonefox/VRTK) is used.
### How can I use VRTK with the Unity SteamVR Plugin?
> Watch [Getting Started with SteamVR](https://www.youtube.com/watch?v=tyFV9oBReqg) or read the [GETTING_STARTED.md](https://github.com/thestonefox/VRTK/blob/master/GETTING_STARTED.md) guide.
> Watch [Getting Started with SteamVR](https://www.youtube.com/watch?v=tyFV9oBReqg) or read the [SteamVR Getting Started Guide](/Assets/VRTK/SDK/SteamVR/README.md) guide.
### How can I use VRTK with the Oculus Utilities for Unity?
> Watch [Getting Started with Oculus SDK](https://www.youtube.com/watch?v=psPVNddjgGw) or read the [GETTING_STARTED.md](https://github.com/thestonefox/VRTK/blob/master/GETTING_STARTED.md) guide.
> Watch [Getting Started with Oculus SDK](https://www.youtube.com/watch?v=psPVNddjgGw) or read the [Oculus Getting Started Guide](/Assets/VRTK/SDK/Oculus/README.md) guide.
### How can I implement Oculus Avatar Unity package with VRTK?
> Watch [Getting Started with Oculus Avatar](https://www.youtube.com/watch?v=N7F0KqgNrAk)
### How do I upgrade from version 2.2.1 to version 3?
> Watch [Road to Version 3.0](https://www.youtube.com/watch?v=tMz04CqAYjw)
### Where can I find the documentation for VRTK?
> The documentation can be found online at http://docs.vrtk.io and are also included in the repository at [DOCUMENTATION.md](https://github.com/thestonefox/VRTK/blob/master/DOCUMENTATION.md) file and [Documentation PDF](https://github.com/thestonefox/VRTK/blob/master/Assets/VRTK/DOCUMENTATION.pdf) file.
### Where can I find API documentation for VRTK?
> The API documentation can be found online at http://docs.vrtk.io and are also included in the repository at [API.md](/Assets/VRTK/Documentation/API.md) file.
### Are there any video tutorials to help get started?
> Yes, visit the [Official VRTK YouTube Channel](http://videos.vrtk.io)

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# Getting Started

> VRTK offers a VR Simulator that works without any third party SDK, but VR device support requires a supported VR SDK to be imported into the Unity project.
## Using the example project & scenes

* Download or clone this repository.
* Open the folder in Unity to load the project.
* Have a look at the included example scenes.

The example scenes support all the VRTK supported VR SDKs. To make use of VR devices (besides the included VR Simulator) import the needed third party VR SDK into the project.

## Using VRTK in your own project

* Download or clone this repository.
* Import the `Assets/VRTK` folder into your Unity project.
* Add the `VRTK_SDKManager` script to a GameObject in the scene.

The SDK Manager handles setting up everything to use the various supported SDKs via the relevant `VRTK_SDKSetup`. To use a VR SDK the following steps are needed:

* Download and import the relevant SDK into the project.
* Create a new empty game object.
* Add `VRTK_SDKSetup` to it.
* Add the VR SDK game objects (e.g. the Camera Rig) as children.
* On the SDK Setup set the `SDK Selection` to the respective VR SDK.
* Make sure all the `Object References` are set correctly by `Auto Populate` or set them manually.
* On the SDK Manager under `Setups` add a new slot and select the SDK Setup for that slot.

Repeat the steps above to add additional SDK Setups to the SDK Manager.

If the `Auto Load` setting on the SDK Manager is enabled the SDK Setups are automatically loaded in the order they appear in the list:

* The first Setup that is usable (i.e. initializable without errors and the HMD is connected) will be used.
* If a Setup can't be used the next one will be tried instead.
* If no Setup is usable VR support is disabled.

The SDK Manager allows switching the used SDK Setup at runtime. To add a simple overlay GUI to do so add the `VRTK/Prefabs/SDKSetupSwitcher` prefab to the scene.

## Supported SDKs

For further information on getting started with the supported SDKs, please refer to the specific documentation for the SDK listed below:

* [Unity](/Assets/VRTK/SDK/Unity/README.md)
* [Simulator](/Assets/VRTK/SDK/Simulator/README.md)
* [SteamVR](/Assets/VRTK/SDK/SteamVR/README.md)
* [Oculus](/Assets/VRTK/SDK/Oculus/README.md)
* [Daydream](/Assets/VRTK/SDK/Daydream/README.md)
* [HyperealVR](/Assets/VRTK/SDK/HyperealVR/README.md)
* [Ximmerse](/Assets/VRTK/SDK/Ximmerse/README.md)

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# Daydream *(experimental)*

## Instructions for using Daydream

* Open a new or existing project in Unity that offers Daydream integration.
* Download the [Google VR SDK](https://developers.google.com/vr/unity/download) from the Google developer website.
* Import the `.unitypackage`.
* Switch the build settings in `File > Build Settings...` to `Android`.
* In `Edit > Project Settings > Player` set the following:
* API Level to `Nougat`.
* Bundle Identifier and other settings for use with Android.
* In the `Hierarchy` window, create a new empty GameObject named `DaydreamCameraRig`.
* Add the following as children of `DaydreamCameraRig`:
* A new `Camera`.
* The `GvrControllerPointer` prefab from `GoogleVR/Prefabs/UI`.
* The `GvrControllerMain` prefab from `GoogleVR/Prefabs/Controller`.
* The `GvrViewerMain` prefab from `GoogleVR/Prefabs` (enables the view in editor play mode).
* Disable Daydream's native pointer tools by removing or disabling `DaydreamCameraRig/GvrControllerPointer/Laser`.
* Follow the initial steps above by adding the `DaydreamCameraRig` object as a child of the SDK Setup game object.

> Note: Daydream supports only one controller, the left scripting alias controller of VRTK will not be used.

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# HyperealVR *(experimental)*

## Instructions for using HyperealVR

* Download the [Hypereal VR Unity Plugin](https://www.hypereal.com/#/developer/resource/download) from Hypereal official website.
* Import the `.unitypackage`.
* Drag `HyperealVRMain` prefab into the scene. OR
* Create an empty gameobject named `HyperealVRMain`.
* Create a gameobject named `Camera` under `HyperealVRMain`.
* Attach `HyCamera` script onto `Camera` and click `Expand`.
* Create a gameobject named `HyTrackObjRig` under `Camera(origin)` and then create two gameobjects named `Left Controller` and `Right Controller` under it.
* Attach `HyTrackObjRig` to `HyTrackObjRig` and assign `Left/Right Controller` to corresponding field.
* Attach `HyTrackObj` and `HyRenderModel` script to `Left/Right Controller`. For `Left/Right Controller`, set `Device` field on the two scripts to `Device_Controller 0/1`.
> Names of gameobjects are placeholders, you can use your own.
* Attach `VRTK_SDKSetup` onto `HyperealVRMain` and choose `Hypereal SDK` in `SDK selection` field.
> Note:
> * For some versions, `HyPointerLaser` script is attached on the controllers. Remove them before use.
> * Since we only have one button on each controller, we could not map all VRTK buttons.
> * The menu button on the right controller is mapped to VRTK button-menu.
> * The menu button on the left is mapped to button-two of VRTK.
> * VRTK button-one has not been mapped to any button of the controller.
> * Double clicking the menu button is reserved as system menu.
> * Single clicking

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# Oculus Utilities

## Instructions for using Oculus Utilities

* Download the [Oculus Utilities](https://developer.oculus.com/downloads/package/oculus-utilities-for-unity-5/) from the Oculus developer website.
* Import the `OculusUtilitiesX.XX.unitypackage`.
* Follow the initial [Getting Started](/Assets/VRTK/Documentation/GETTING_STARTED.md) steps and then add the `OVRCameraRig` prefab from [Oculus Utilities](https://developer.oculus.com/downloads/package/oculus-utilities-for-unity-5/) as a child of the SDK Setup game object.
* On the `OVRCameraRig` in the scene find the `OVRManager` and set its `Tracking Origin Type` to `Floor Level`.

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# VR Simulator

## Instructions for using the VR Simulator

* Follow the initial [Getting Started](/Assets/VRTK/Documentation/GETTING_STARTED.md) steps and then add the `[VRSimulator_CameraRig]` prefab from `VRTK/Prefabs/CameraRigs` as a child of the SDK Setup game object.
* Use the `Left Alt` to switch between mouse look and move a hand.
* Press `Tab` to switch between left/right hands.
* Hold `Left Shift` to change from translation to rotation for the hands.
* Hold `Left Ctrl` to switch between X/Y and X/Z axis.
* Additional button mappings can be found on `SDK_InputSimulator` on the prefab.
* All button mappings can be remapped using the inspector on the prefab.

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# SteamVR

## Instructions for using SteamVR

* Import the [SteamVR Plugin](https://www.assetstore.unity3d.com/en/#!/content/32647) from the Unity Asset Store.
* Follow the initial [Getting Started](/Assets/VRTK/Documentation/GETTING_STARTED.md) steps and then add the `[CameraRig]` prefab from the [SteamVR Plugin](https://www.assetstore.unity3d.com/en/#!/content/32647) as a child of the SDK Setup game object.

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# UnityEngine.VR

## Instructions for using the built in Unity3d VR support

* Follow the initial [Getting Started](/Assets/VRTK/Documentation/GETTING_STARTED.md) steps and then add the `[UnityBase_CameraRig]` prefab from `VRTK/Prefabs/CameraRigs` as a child of the SDK Setup game object.
* The Unity Input Manager must also be configured to utilise the axes on the VR controller.
* Open up the Unity Input Manager tab `Edit -> Project Settings -> Input`.
* Increase the size of the `Axes` array to the number of required new axes (usually increase by 8, 2 for trigger, 2 for grip and 4 for touchpad [x,y] which is for both hands).
* For each new axis created, enter a name for the axis that corresponds to the name specified on the `SDK_UnityControllerTrackerScript` which is found on `[UnityBase_CameraRig/<xxxx>HandAnchor]`.
* The axis mapping information can be found in the [Unity3d Docs](https://docs.unity3d.com/Manual/OpenVRControllers.html).

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# Ximmerse *(experimental)*

## Instructions for using Ximmerse

* Download the [Ximmerse Unity SDK](https://github.com/Ximmerse/SDK/tree/master/Unity) from the Ximmerse SDK Github page.
* Import the `XIMxxx.unitypackage`.
* Follow the initial [Getting Started](/Assets/VRTK/Documentation/GETTING_STARTED.md) steps and then add the `VRCameraRig` prefab from the [Ximmerse Unity SDK](https://github.com/Ximmerse/SDK/tree/master/Unity) as a child of the SDK Setup game object.
* It is recommened to use `Floor Level` as the `Tracking Origin Type`, with the position of `VRCameraRig` set to `(0f, 0f, 0f)`. `Eye Level` can also be used, in this case it is recommended to set the position to `(0f, 1.675f, 0f)`.
* Make sure `SimplePicker` is **not** attached to any of the game objects `cobra02-L` and `cobra02-R`. `SimplePicker` is provided by the Ximmerse SDK but using the script may break VRTK's grab functionality.
* Switch the build settings in `File > Build Settings...` to `Android`.

> Currently Ximmerse 6DOF tracking is only supported on Android. 3DOF tracking is supported on both iOS and Android. Ximmerse are getting MFI certification from Apple at the moment.

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