This page describes how to use the Dialogue System in a VR environment.
Oculus Rift Example Scene
You can download an Oculus Rift example scene from the Dialogue System Extras page:
http://www.pixelcrushers.com/dialogue-system-extras
To run the example scene in Unity:
- Use Unity 5.1.2+.
- Follow the instructions on the Unity 5.1 VR Getting Started thread (http://forum.unity3d.com/threads/unity-5-1-vr-getting-started.332316/). This includes downloading and installing the Oculus Runtime for Windows.
- Download Oculus Utilities for Unity 5 from http://developer.oculus.com/downloads/.
Then play the example scene. The UI is spread across two world space canvases:
- The dialogue panel is in actual world space next to Private Hart.
- The alert panel is a child of the OVRPlayerController's CenterEyeAnchor so it always appears in front of the player.
The scene uses BasicLookInputModule. To select a dialogue option, look at it. Then click the mouse button ("Fire1") to select it.
Oculus Rift - Dialogue System Setup
In your own scenes, note the following:
- Use Unity UI, not legacy Unity GUI.
- To use look input as in the example scene, add the BasicLookInputModule script to your EventSystem.
- Decide how you want your UI to appear in VR. The example scene presents two options: alerts are shown in the center of the player's vision regardless of where the player looks, and conversations occur on a panel in fixed world space.
- You can use a different world space dialogue panel for each NPC by adding an Override Dialogue UI component to it.
- You will usually want to set the Dialogue Manager's Default Sequence to
Delay({{end}})
or None()
instead of the default camera closeup sequence, since it can be very disorienting to take control of the player's camera in VR.
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