Nicole Kennedy Design

Ideation, Creation & Everything In Between

Functionality Improvement Research

Xbox Controller In Unity

We have been talking for some time about using an xbox controller within our experience to make it more user friendly when using the Oculus Rift. Currently we have to try and look out the bottom of the Oculus to use the directional keys on the keyboard to move around and it seems that the mouse movement also overwrites the movement of the direction the person is looking.

When we were demonstrating the experience to the class and lecturers I accidentally hit the mouse and this put my direction off making forwards now to my left so the movement did not feel realistic or comfortable to use.

As much as I hoped no one noticed me doing this I was glad it was me and not a participant in case they maybe thought it is meant to be like that so one thing I am going to look into is disabling the mouse control in unity so that the Oculus has primary control over the directional navigation and I may allow one of the analogue sticks on the controller to allow viewing movement.

Usually in gaming when using an xbox/PS4 controller the left analogue controls the actual movement of the character while the right analogue controls the look/viewing movement of the player so I will keep to this standard practice as we want this to be as natural as possible to the user.

In the link below I have sourced a tutorial that instructs exactly how to set up a controller on a windows PC and using Unity. This will be compatible with the Oculus Rift which is useful to know.

Controller Setup Tutorial – https://blogs.msdn.microsoft.com/nathalievangelist/2014/12/16/joystick-input-in-unity-using-xbox360-controller/ 02/05/16

Unity Controller Setup Tutorial – https://developer.oculus.com/documentation/game-engines/latest/concepts/unity-ovrinput/#unity-ovrinput-xbox 02/05/16

Disable mouse control in Unity

Disabling the mouse control in Unity will remove the confusing navigation conflict that the Oculus and mouse have when used together. I believe that as we are using an OVR Player Controller that this object has a setting on it to disable the mouse control so that we no longer get this conflict.

Drash (2014) Disabling mouse rotation affect on headset https://forums.oculus.com/developer/discussion/8221/disabling-mouse-rotation-affect-on-headset .Website

“I’m assuming you’re referring to the OVRPlayerController. If so, there’s a simple solution (at least as far as I know in SDK 0.2.5c). Edit the OVRPlayerController script, and around line 78 or so line the code that says this:

private bool  AllowMouseRotation      = true;

And change that to false, then Save. And that should do it. If you wanted to toggle this at runtime, you can call the OVRPlayerController’s SetAllowMouseRotation(bool) function at any time.”

 

Using The Oculus Rift With Glasses

We have been seeing some of our users over the past few weeks experiencing issues using the Oculus Rift because they are glasses wearers. This is something that has sparked interest for me to look into the matter a little more.

Basically what it comes down to is the Oculus just isn’t that compatible with glasses it can be adjusted so that it can fit over the glasses but depending on the frame size and shape of your glasses you may have to take them off which is less than ideal as the experience will be blurred to a certain degree and will not be as enjoyable as it could be.

Talking with Greg would be an ideal place to begin as he himself wears glasses and has extensive experience with the Oculus Rift and may have a suggestion or a fix for this issue.

What is interesting to read is the quote featured below suggesting that the user should just use contact lens when using the Oculus Rift as when we were carrying out our user experience testing one of the users experienced blurring within the Oculus and they said they struggled to focus even though they were wearing contact lenses at the time.

Roston. B  (2016) Virtual reality headsets and glasses: when things get tricky http://www.slashgear.com/virtual-reality-headsets-and-glasses-when-things-get-tricky-11422243/ .Website

Contacts are ideal

“If you’re in need of glasses, love VR, and don’t mind contacts, they’re going to be your best bet depending on which headset you go with. Designs will no doubt be tweaked and altered in future editions, and makers will likely be more careful to accommodate users with glasses. Until then, your comfort experience with such headsets will be hit or miss and largely dependent on the size and shape of your glasses frame.”

Balance & The Oculus (Impact Of Sound)

An interesting find when we were going through user experience testing is one of our users experience balance issues when using the Oculus Rift and this is not an exclusive incident it has been known that sound and lack of vision both cause effects on balance and this could have been the case when using the Oculus that day.

This particular user did not have access to immersive sound through the headphones this day as the sound was emitting from the projector. This got me thinking that maybe if the user did have immersive sound also would this stabilise their balance and would they be able to use the experience to the full through this method.

Balance issues, headphones or no headphones and how the ear is connected to balance.

Murname. K (2016) Keeping Your Balance With An Oculus Rift http://www.forbes.com/sites/kevinmurnane/2016/03/28/keeping-your-balance-with-an-oculus-rift/#66f82bf723d7 .Website

“A lot of attention has been paid to VR’s propensity to induce nausea. Less attention has been given to the negative effect VR can have on balance even though the two are closely related. The nausea associated with VR is called visually induced motion sickness (VIMS) and it serves as an alarm that the balance system is receiving contradictory information.”

https://developer.oculus.com/documentation/intro-vr/latest/concepts/bp_app_simulator_sickness/ 02/05/16

Triggers

Basically for the explorable gallery we have some triggers in place that make audio play when the user enters a designated space outlined by a trigger in the gallery. As the player enters the area the audio is then told to play. Adventure creator knows that the player camera is the player as a tag has been used to define this.

At present the triggers I have set up are using the on entry method and when the player walks into the trigger the audio plays. I want the audio to then stop when the player exits the trigger so that we will not have an issue with conflicting audio or multiple audio tracks playing at the same time.

As I cannot define the action to then switch the tigger to on exit and switch the audio off on the same trigger I had to look into a new method of carrying out this process. I knew this was possible some how but I could not remember how this was done so I went and did some research and referred back to the adventure creator manual which showed me of this continuous method which I knew of but I did not understand how it worked.

It turns out that this continuous trigger is exactly what we need in order to have the audio continuously playing inside the trigger while the player is present and then when the player exits the trigger the audio will stop as the trigger is not longer active. Tomorrow I plan to try out this method and make sure that the research is correct in practice and that the trigger behaves in the way that we need it to behave.

Screen Shot 2016-05-02 at 15.56.15.png

Information and image sourced from –http://www.adventurecreator.org/files/Manual.pdf 02/05/16

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One comment on “Functionality Improvement Research

  1. Pingback: Polish & Planning | Nicole Kennedy Design

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This entry was posted on May 2, 2016 by in Final Year - Major Project and tagged .
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