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【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン
Timoni West

PrincipalDesigner,UnityLabs
DesigningEditorVR:

LessonsLearned
EditorVR
• Open-source package you add to your project
• Extensible; you can add functionality to it
• Runs in edit mode, so your changes are saved
• Available for Vive or Rift
• Requires controllers and a PC
• Just updated to Unity 5.6, but requires a custom build until
our input system is finished
【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン
Key hurdles
• Creating inside Unity in Edit Mode
• Designing a robust creation tool
• Key UI + UX pain points
Creating inside Unity in Edit Mode
• Unity itself does not run in realtime, but we need to
render the scene view in realtime.
• Can’t use the GPU to select objects.
• Can’t use onCollision to select objects in a scene;
no physics in edit mode.
Creating inside Unity in Edit Mode
• Can’t edit the user’s scene (so can’t add
colliders).
• Can’t scale the world; have to scale the user.
【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン
【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン
Creating inside Unity in Edit Mode
• Miniworld is a re-render of the scene from a
different perspective, preserving the existing z-
buffer.
• Play mode is very different in VR; it takes up all of
the input.
Key hurdles
• Creating inside Unity in Edit Mode
• Designing a robust creation tool
• Key UI + UX pain points
What is a robust tool?
• Work for every type of scene.
• UI shows up on any kind of color scheme and
lighting scheme.
• Must work consistently across controller types.
• Works with any scale of asset.
• Does not limit the developer.
Designing a robust creation tool
• Render queues
【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン
Designing a robust creation tool
• Render queues: 9000+.
• Gizmo interaction: different than 2D.
• Anisotropic filtering is needed for everything.
• Keyboard inputs: brand new.
Key hurdles
• Creating inside Unity in Edit Mode
• Designing a robust creation tool
• Key UI + UX pain points
Key UI + UX pain points
• Introducing the concept of tools
• Tool switching.
【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン
【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン
Key UI + UX pain points
• Introducing the concept of tools.
• Tool switching: how to teach people?
• Gestures: mentally & computationally taxing.
• UI: HUDs are terrible. Want it accessible but not in
the way.
• Periphery is not useful for many interactions.
【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン
Key UI + UX pain points
• Animations seem gratuitous, but are necessary.
• Users really don’t see things.
• Show what’s going to happen, what is happening,
and what just happened.
• Show as much of the controller’s real buttons in
your model as you can.
Object interaction
• Ultimate freedom is not so great. Use rotation
constraints.
【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン
【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン
Object interaction
• Ultimate freedom is not so great. Use rotation
constraints.
• User want to interact with all objects, even if
they’re blocked.
• But not in the same way: close objects should be
more responsive, and far objects should be more
forgiving.
Other surprises
• Locomotion: fast, precise, won’t make you sick: pick
two.
• Sounds need to be predicted.
• Double-clicks need to be slower.
• Users don’t know if they’re inside a large object.
• Must filter controller noise from user movement more
than the tracking system.
How to start playing around with EVR
• Have a Vive or Rift
• Recommend a 1080 or higher
• https://github.com/Unity-Technologies/EditorVR/
• http://rebrand.ly/EditorVR-build
• Put package in project
• Window > EditorVR
Add GDC video
Thank you!

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【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン

  • 4. EditorVR • Open-source package you add to your project • Extensible; you can add functionality to it • Runs in edit mode, so your changes are saved • Available for Vive or Rift • Requires controllers and a PC • Just updated to Unity 5.6, but requires a custom build until our input system is finished
  • 6. Key hurdles • Creating inside Unity in Edit Mode • Designing a robust creation tool • Key UI + UX pain points
  • 7. Creating inside Unity in Edit Mode • Unity itself does not run in realtime, but we need to render the scene view in realtime. • Can’t use the GPU to select objects. • Can’t use onCollision to select objects in a scene; no physics in edit mode.
  • 8. Creating inside Unity in Edit Mode • Can’t edit the user’s scene (so can’t add colliders). • Can’t scale the world; have to scale the user.
  • 11. Creating inside Unity in Edit Mode • Miniworld is a re-render of the scene from a different perspective, preserving the existing z- buffer. • Play mode is very different in VR; it takes up all of the input.
  • 12. Key hurdles • Creating inside Unity in Edit Mode • Designing a robust creation tool • Key UI + UX pain points
  • 13. What is a robust tool? • Work for every type of scene. • UI shows up on any kind of color scheme and lighting scheme. • Must work consistently across controller types. • Works with any scale of asset. • Does not limit the developer.
  • 14. Designing a robust creation tool • Render queues
  • 16. Designing a robust creation tool • Render queues: 9000+. • Gizmo interaction: different than 2D. • Anisotropic filtering is needed for everything. • Keyboard inputs: brand new.
  • 17. Key hurdles • Creating inside Unity in Edit Mode • Designing a robust creation tool • Key UI + UX pain points
  • 18. Key UI + UX pain points • Introducing the concept of tools • Tool switching.
  • 21. Key UI + UX pain points • Introducing the concept of tools. • Tool switching: how to teach people? • Gestures: mentally & computationally taxing. • UI: HUDs are terrible. Want it accessible but not in the way. • Periphery is not useful for many interactions.
  • 23. Key UI + UX pain points • Animations seem gratuitous, but are necessary. • Users really don’t see things. • Show what’s going to happen, what is happening, and what just happened. • Show as much of the controller’s real buttons in your model as you can.
  • 24. Object interaction • Ultimate freedom is not so great. Use rotation constraints.
  • 27. Object interaction • Ultimate freedom is not so great. Use rotation constraints. • User want to interact with all objects, even if they’re blocked. • But not in the same way: close objects should be more responsive, and far objects should be more forgiving.
  • 28. Other surprises • Locomotion: fast, precise, won’t make you sick: pick two. • Sounds need to be predicted. • Double-clicks need to be slower. • Users don’t know if they’re inside a large object. • Must filter controller noise from user movement more than the tracking system.
  • 29. How to start playing around with EVR • Have a Vive or Rift • Recommend a 1080 or higher • https://github.com/Unity-Technologies/EditorVR/ • http://rebrand.ly/EditorVR-build • Put package in project • Window > EditorVR