![]() ![]() Thus, the “Your Software” component in the image above can be Unity, Unreal Engine, Godot or John Doe’s self-made engine or application (as the one we will be coding!). Where OpenVR stands between our application and the hardware (Image by Valve)Īt this point, you may have already guessed that what most of the engines with cross-platform VR support do is just adding OpenVR into their pipeline, so the deployed application can run in all the aforementioned VR platforms. That means that if we use this API for talking with the virtual reality system in our VR application, we will be able to run it in each one of the previously mentioned platforms with zero modifications (maybe I should say almost zero, as there might be a few caveats in some particular cases). #PANO2VR TO OPENVR WINDOWS#Thanks to its openness and support from its creators, OpenVR is actually supported by almost any of the major high-end headsets in the market, including HTC Vive, Oculus Rift, any of the Windows Mixed Reality headsets, Pimax 5K/8K, and even some mobile headset like the ones using NoloVR and next-generation headsets like the Varjo bionic display headset or Kopin’s small-sized headset. That being said, one of the best “write once, deploy everywhere” VR API nowadays is OpenVR, an open source programming interface created by Valve to allow communication with a VR system. #PANO2VR TO OPENVR HOW TO#Instead, it will try to detail how to use a VR API at a lower level in order to understand how all those engines make use of it to enable multiplatform VR applications by obtaining tracking information from an HMD and any additional trackable device, rendering a scene from both eye’s viewpoint so to achieve stereo vision, and so on. #PANO2VR TO OPENVR SERIES#I couldn’t agree more, but this series won’t be aimed to creating applications/games at a high level of abstraction as when using a game engine (you can find a lot of tutorials and even a few nice complete courses on this topic on the Internet). You may be saying “Come on! We can deploy to a vast of platforms using game engines like Unity, Unreal Engine, the more recent Godot engine or any of the other engines out there, which have all started to add VR features”. While we wait for the OpenXR initiative by Khronos Group (working together with some of the biggest companies in the VR scene) to be released, we developers have very few options to develop multi-platform VR applications on PC. ![]() Ideally this floating 'dachboard' could be open (visible) or able to toggle with a button.We will be using this simple application as a foundation for the following posts in which we will start adding more interesting stuff like rendering motion controllers, rendering simple objects into a stereoscopic view so they can be seen properly in VR, and adding some simple interactions. I would like the idea to build a small floating 'dashboard' with buttons, like 'open thumbnails' or 'open map' and next/previous buttons. I did find I can add more elements (like a button to exit VR) and they all show once the black square is pressed to open up visual menu items. This is the same in both the Feather and Venis VR skin. No way to style it, givie it text or anything. ![]() I also cannot find this button in the skin. This button is nothing but a small black square (watching on Oculus via Airlink, via Firefox browser, opened up in VR). From what I see there are only hotspots on opening a tour, but there is a floating button above my head that I can click to open up a thumbnail menu. I did a quick test, just to see it in action. This comes in exactly on time for me as I now have an Oculus Quest 2 since not even a week! Fantastic. First of, I'm hugely excited about the new VR skins and editor. ![]()
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