GearVR Starter Kit. 1. Preface

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1 GearVR Starter Kit 1. Preface Welcome to GearVR Starter Kit! This package is a base project for creating GearVR applications. It also contains additional features to ease creation of EscapeRoom/Adventure games (inventory, items handling and interaction devices). 2. Features Following features are implemented in this package: input mapping for GearVR HMD and Touch Controller, input actions: for GearVR HMD Touch/Delayed Touch, Swipe X/SwipeY, for GearVR Touch Controller Touch/Delayed Touch, SwipeX/SwipeY, Touch Buttons (x5), Back Button, switching between interaction modes HMD only/hmd with Touch Controller, player movement - teleport + crouch/stand up actions, visual indicators support (teleport/investigation/interaction/targeting dot) + pointing laser for controller, player inventory feature + desired UI ready for use in your apps, collectable item - item that can be put to inventory and then investigated on player's demand - Paper Sheet objects, interaction item item that can be put to inventory and then mounted to interaction devices, interaction device game object that can be assembled using interaction items, can be activated/deactivated and spawn new items for further gameplay, test modes for testing the app on Desktop PC and Oculus Rift device. 1 / 30

2 3. Demo Map Demo map is located under Content/Maps/DemoMap.uasset. To play the map in UE4 Editor set TestMode property in BP_VRPawn to NoHMD and then choose Play in NewEditorWindow. BP_VRPawn is located in /Blueprints/Core/ folder. DemoMap contains example implementation of feaures delivered with this package. 4. Project structure and classes overview 3.1 EdiorContent (stored in /GearVRStarterKit/Content) Maps folder contains DemoMap (see point 3.) Graphics folder contains all meshes/materials/particles/textures for DemoMap. Content/Blueprints folder BP_Inventory (inherits from Actor) a base class for BP_Inventory, implements inventory features such as: add/remove item, select/deselect 2 / 30

3 item, preview functions shift left/right etc. BP_InventoryUI (inherits from BP_Inventory) integrates BP_Inventory class functionality with inventory UI widget (see UMG_Inventory). BP_InspectInteraction (inherits from Actor) integrates player's interaction logic with inspect UI widget (see UMG_InspectItem). BP_VisualIndicator (inherits from Actor) it handles display of interaction/teleport target indicators. Content/Blueprints/Enums folder TestMode (enum) enumerates all test modes implemented in package (Off for GearVR builds, NoHMD PC + mouse testing, OculusRift testing with OculusRift). Type is used by BP_VRPawn to determine application work mode. TouchActions (enum) gathers all input actions implemented in package for GearVR HMD touchpad + Touch Controller. Type is used to describe last detected input action in BP_VRPawn. Visual Indicator (enum) enumerates all player's targeting indicators. Type is used for switching indicator particle depending on what player is currently looking at. Content/Blueprints/Core folder 3 / 30

4 BP_VRGameMode (inherits from GameModeBase) default GameMode class for DemoMap. It should be set for all maps that use features of this package. BP_VRPawnBase (inherits from Pawn) a base class for BP_VRPawn that implements player input/ player movement and interaction with the world, BP_VRPawn (inherits from BP_VRPawnBase) most important class of the package. It implements all player's input/movement/interaction mechanics. BP_BlueprintFunctionLibrary (inherits from BlueprintFunctionLibrary) it contains static getters for BP_HUD and BP_InspectInteraction instances, easy accessible from every blueprint in project. BP_HUD (inherits from HUD) contains UMG widget reference and screen FadeIn/FadeOut functions for player teleport effect, because GearVR doesn't support MobileHDR, that is needed for StartCameraFade() function from PlayerCameraManager. Content/Blueprints/Interaction folder BP_InteractionBase (inherits from Actor) base class for all player interactions in game. Items and Interaction Devices inherit from this class. BP_InteractionDevice (inherits from BP_InteractionBase) a base class for 4 / 30

5 interaction device blueprints. This class implements interaction device that can be assembled by the player using interaction items taken from inventory. It can be activated after assembly completion and it can spawn another interaction/collectable items. It also contains basic workflow implementation as it was forseen for use. BP_Item (inherits from BP_InteractionBase) - a base class for all item blueprints in project. BP_PaperSheet (inherits from BP_Item) a collectable item that implements paper note functionality that can be put to inventory and then investigated on player's demand. Content/Blueprints/Interaction/ComponentActors BP_ItemSlot (inherits from Actor) a part of BP_InteractionDevice object that can be added using Add ChildActorComponent in blueprint editor. Interaction items are mounted to these components. When all items are attached to desired BP_ItemSlot child actors, the assembly is completed and BP_InteractionDevice->AssemblyCompleted() blueprint event is called. BP_DeviceActivation (inherits from Actor) a part of BP_InteractionDevice object that can be added using Add ChildActorComponent in editor. It fires BP_InteractionDevice->OnActivate()/OnDeactivate() events for switching the parent device on/off. Player can interact with this component when BP_InteractionDevice->bCanBeActivated flag is set. This flag is forseen to be set after device assembly completion, after AssemblyCompleted() event call, but the developer can decide when to set bcanbeactivated flag. BP_ItemSpawn (inherits from Actor) - a part of BP_InteractionDevice object that can be added using Add ChildActorComponent in blueprint editor. It spawns an item based on given ItemClass when SpawnItems() function from parent device is called. This function is forseen to be called after first BP_InteractionDevice->OnActivate() blueprint event call, but the developer can decide how to call this function. 5 / 30

6 Content/Blueprints/UMG_Widgets folder UMG_Inventory (UMG Widget) UI widget for operating the inventory, attached to BP_InventoryUI->InventoryWidget component. UMG_InspectItem (UMG Widget) UI widget for items inspection, attached to BP_InspectInteraction->InspectWidget component. UMG_PaperSheet (UMG Widget) UI widget for graphical presentation of paper note, attached to BP_PaperSheet->PaperWidget component. UMG_FadeInFadeOut (UMG Widget) widget used for screen FadeIn/FadeOut effect, because GearVR doesn't support MobileHDR, that is needed for PlayerCameraManager->StartCameraFade() function. Content/Blueprints/Demo folder 6 / 30

7 Examples of Interaction Devices (inherit from BP_InteractionDevice): BP_RotatingDevice an example of complete interacion device, containing BP_ItemSlot child actors, BP_DeviceActivation child actors and BP_ItemSpawn child actors. It has additional animations implemented. Afer assembly completion and device activation, it starts rotating and gives away an item (BP_Key). You can use it as reference for your implementations. BP_CasketDevice an example of interaction device that gives away an item automatically after assembly completion, without activation phase. It also implements complete animation set. BP_GenericDevice an example of interaction device with pure functionality only, no animations included. It has been created to ease understaniding of InteractionDevice workflow. It realizes functionality of BP_InteractionDevice only (no additional effects included). Example Items: BP_GenericItem_x (inherits from BP_Item) example interaction item designed for attachment to BP_GenericDevice. BP_RotatingDeviceItem_x (inherits from BP_Item) example interaction item 7 / 30

8 designed for attachment to BP_RotatingDevice. BP_Key (inherits from BP_Item) an example interaction item spawned by BP_RotatingDevice and then used for opening BP_CasketDevice. BP_Trophy (inherits from BP_Item) an example item spawned by BP_CasketDevice after assembly completion. BP_PieceOfPaper_x (inherits from BP_PaperSheet) example collectable item that can be investigated on player's demand (paper notes). Additional Demo Map assets: BP_InputAction (inherits from Actor) it monitors and displays last triggred input action. BP_InteractionModeSwitch (inherits from BP_InteractionDevice) blueprint that informs about contoller presence and current interaction mode - HMD only / MotionController. It also allows to force switch between interaction modes. BP_Info (inherits from Actor) it generates info texts for attached UMG_InfoWidget component. It is used for displaying descriptions on DemoMap. Content/Blueprints/Demo/UMG_Widgets folder UMG_Info (UMG Widget) UI for presenting descriptions on DemoMap. Attached to BP_Info->InfoWidget component. 8 / 30

9 UMG_InputAction (UMG Widget) UI for presenting last triggered input action. Attached to BP_InputAction->InputActionWidget component. 9 / 30

10 5. Project workflow. Each map that uses this package must have set BP_VRGameMode in WorldSettings->GameMode->GameMode Override. Package uses custom HUD (BP_HUD) and Pawn (BP_VRPawn) classes. All other classes are Engine default. Class variables are divided into 2 groups: My BP variableds declared in BP (Exposed to Class Defaults), My BP Internal variables declared in BP (not exposed to Class Defaults) 10 / 30

11 VR Pawn Player input actions, teleport, interaction and teleport/interaction indicators are implemented in BP_VRPawn class and in its parent BP_VRPawnBase. BP_VRPawnBase class properties: EnableMotionController if true, application should automatically enable Motion Controller interaction. If GearVR Contoller is not present, the app works in HMD only mode - player interaction is made with HMD touchpad only and targeting is performed by HMD rotation. If GearVR controller is detected, the app switches automatically to MotionController interaction. If false, then HMD only mode is forced. Motion Controller presence is ignored. Property is BlueprintReadOnly and can be set only from Class Defaults. EnableLaserForController show/hide targeting laser for Motion Controller, property can be written from BP during runtime InteractionDistance player can interact with items/devices within given radius, TeleportDistance maximum distance the player can teleport to from its current location, ShowDebugSphere display/hide debug sphere in valid teleport/interaction location, ShowDebugTrace display/hide debug trace in teleport location DebugSphereRadius desired radius of debug sphere for teleport/interaction target, InventoryClass player's inventory class to spawn. By default BP_InventoryUI from package is set. Your custom inventory class must inherit from BP_Inventory class. If you don't need inventory feature in your game, set this property to None. 11 / 30

12 Important variables from BP_VRPawnBase class that can be read (and written) from BP: InteractionEnabled - enable/disable player interaction with the world. Should be false when inventory or other dialog box/widget is open. TeleportModeEnabled - enable/disable player teleport. Should be false when inventory or other dialog box/widget is open. TeleportRotationDrivenByCameraAngle when true teleport rotation is driven by camera angle. Player's pawn Yaw rotation after teleport is taken from HMD camera at the moment of teleportation. Thanks that, player can turn around in-game while standing forward to sensors when using Oculus Rift. DetectedInteraction - BP_InteractionBase reference detected by player's trace in current Tick() (an Item or Interaction Device). DetectedItemSlot BP_ItemSlot reference detected by player's trace in current Tick(). DetectedActivation - BP_DeviceActivation reference detected by player's trace in current Tick(). MotionControllerEnabled GearVR controller is enabled and in use. 12 / 30

13 BP_VRPawn class properties: Swipe Threshold minimum distance between TouchStartLocation and TouchFinishLocation on touchpad in X or Y axis to generate Swipe input action. Player Standing Height player's eye level for GearVR build. Touch Delayed Threshold minimum time to generate DelayedTouch input action. Player Height Change Speed crouch/stand up speed. Player Crouch Height Offset Stand up <--> Crouch distance. x Particle properties desired targeting particle references to be displayed for each interaction state (teleport/item interaction /item slot interaction/device activation/device interaction). 13 / 30

14 CameraFadeDelay duration of screen Fade In/Out effect. TestMode app work mode (testing/build): Off test mode is off - setting for GearVR build, NoHMD for testing the game on DesktopPC + mouse, OculusRift using OculusRift with touch controller for testing. BP_VRPawnBase class operation Teleport/interaction/target indicators. The class checks if the player is targeting any interaction or teleport location on each Tick(). In HMD only mode scan traces are cast from player's camera in forward direction. Therefore the targeting is performed by HMD rotation (player's head orientation). In Motion Controller mode scan traces are cast from GearVR contoller loaction in forward direction. Depending on scan results following events are generated: FoundValidTeleportLocation() called from code when valid loaction for teleport was found during last scan: FoundInteraction() - called from code when BP_Item or BP_InteractionDevice was detected during last scan: FoundItemSlot() - called from code when BP_ItemSlot was found during last scan: FoundDeviceActivation() - called from code when BP_DeviceActivation was found during last scan: 14 / 30

15 Events mentioned above are used for displaying indicators for player teleport and interactions. Indicator's particle and location update is performed by UpdateVisualIndicator() function: Scan results from current Tick() are stored in following variables: DetectedInteraction if!= nullptr, BP_Item or BP_InteractionDevice object was detected DetectedItemSlot if!= nullptr, BP_ItemSlot object was detected DetectedActivation if!= nullptr, BP_DeviceActivation object was detected Those references give complex information about interaction scan during current Tick(). If all references are nullptr, no valid interaction was detected. In such of situation TryToTeleport() function call will be performed after Touch input action. Otherwise BP_VRPawn will try to start an interaction with detected object. If no valid Interaction (all refs == nullptr) and no valid teleport location were found, then ChangeVisualIndicatorVisibility() event is called: 15 / 30

16 In this call telport/interaction indicator gets hidden and white targeting dot is displayed on screen (in HMD only interaction mode). When valid interaction / teleport location is detected again, then this event is also called. White targeting dot gets hidden and teleport/interaction indicator becomes visible again. Input Mapping Picture above shows input mapping for GearVR Controller buttons. Action mappings ouside blue rectangle are prepared for OculusRift test purposes. Home and Volume Up/Down buttons are reserved for Oculus. 16 / 30

17 Touchpad input actions (for HMD and Controller) are generated using InputTouch() event in BP_VRPawn. All Action Mapping events are processed in BP_VRPawn. Input Actions (BP_VRPawn) BP_VRPawn class updates InputAction variable based on incomming inputs from user. Following input actions are implemented in BP_VRPawn: Touch (for HMD and controller), DelayedTouch (for HMD and controller), SwipeXLeft (for HMD and controller), SwipeXRight (for HMD and controller), SwipeYUp (for HMD and controller), SwipeYDown (for HMD and controller), ControllerTrigger, ControllerButtonUp, ControllerButtonDown, ControllerButtonLeft, ControllerButtonRight, ControllerButtonCenter, BackButton. After new input action is detected an event NewInputReceived() is called. 17 / 30

18 On this call new input action is processed. See BP_VRPawn for implementation details. InputActions for test modes (BP_VRPawn) Some input actions are emulated in PC and Oculus Rift test modes. For testing with PC + mouse (NoHMD): Left Mouse Button - emulates Touch input action for GearVR touchpad, Hold down Left Mouse Button - emulates Delayed Touch input action for GearVR touchpad Press LMB, move mouse along X or Y axis, release LMB - emulates SwipeX/SwipeY input action fors GearVR touchpad For testing with Oculus Rift: "A" button - emulates Touch input action for GearVR touchpad, "B" button - emulates Delayed Touch input action for GearVR touchpad, Trigger button (R) - emulates GearVR controller Trigger button, Thumbstick (R) - emulates SwipeX/SwipeY input action for GearVR touchpad, "Grip" button (R) - switch Swipe effect emulation on/off to ease using Thumbstick for GearVR touchpad buttons emulation, Thumbstick press (R) - emulates GearVR touchpad buttons (up/down/left/rught/center). 18 / 30

19 Input Actions handling (BP_VRPawn) Here I will shortly describe how input actions are handled in base project. See event BP_VRPawn->NewInputReceived() for implementation details. Delayed Touch if no UI is opened (UI_Opened==false) call ShowInventoryDispatcher(), BP_InventoryUI custom event is bound to this dispatcher and calls BP_InventoryUI->Show() function. Inventory UI becomes visible and then event ChangeUIState() is called. UI_Opened flag is set to true. SwipeUp / SwipeDown ChangePlayerHeight() function is called, that starts crouch / stand up procedure realized by ProceedPlayerHeightChange() in Tick() event. Touch If all UIs are closed (UI_Opened == false): Check if DetectedInteraction is valid, if yes then call TryToPickup(), if succeeded ReadyForPickup() event is called and investigate UI will open. Check if DetectedItemSlot is valid, if yes then call ShowInventoryDispatcher() with ForInteraction flag set. This will open inventory UI in interaction mode, that allows attaching items from inventory to item slots. Check if DetectedActivation is valid, if yes then call DetectedActivation->ToggleActivationRequest(). This will call OnActivate()/OnDeactivate() event on parent BP_InteractionDevice. If all above are not valid, try to teleport Player Pawn to location he already is pointing at (using TryToTeleport() function), if target location is valid then call ReadyForTeleport() and perform teleport operation with screen Fade In/Out effects. If any UI is opened (UI_Opened == true), call PressPoinerKey() function for desired WidgetInteraction component (HMD or Controller, depending on interaction mode), check if touch action was performed outside UI area, if yes close every opened UI and call ReleasePointerKey() for desired WidgetInteraction component. Navmesh Application uses Navmesh for detecting valid teleport location. Ensure that Navmesh will not generate in places where player shouldn't teleport to. Use NavModifier volumes to remove Navmeh from non-accessible areas. 19 / 30

20 Monitoring motion controller presence in system (BP_VRPawn) VR_Pawn class constntly monitors Motion Contoller presence in system and enables/disables Motion Controller in game depending on current Controller status. MotionControllerTrackingHasChanged variable is set to true for one Tick() if tracking status of Motion Controller has changed. Controller gets enabled / disbled in game using SetMotionControllerEnabled() function according to IsMotionControllerDetected() result. IsMotionControllerDetected() function informs if controller is currently tracked (active). IsMotionControllerInUse() function informs if controller is tracked and enabled in game at the moment. 20 / 30

21 BP_Inventory class operation Operations available for BP_Inventory class Add/Remove items Item item reference to add/remove Select/Deselect items in inventory Preview Frame Index index of item reference to select located in preview window. Selected item reference is stored in SelectedItem variable. SelectedItem == nullptr means that no item is currently selected. Shift inventory preview frame forward/back Shift step size is defined by PreviewFrameShiftOffset property. 21 / 30

22 Important variables from inventory class Items an array of Item object references representing items stored in inventory. PreviewFrame an array of Item object references representing current preview window. Size is defined by PreviewFrameSize property. SelectedItem selected item reference. SelectedItem == nullptr, no item is selected at the moment. Properties to be set in class defaults: PreviewFrameSize - size of inventory preview window (preview frame). This defines how many items from inventory can be seen in preview window. Inventory UI for base project is prepared to view 3 items in one time. PreviewFrameShiftOffset - how many items are shifted in inventory preview for one ShiftPreviewForward/Backward() function call. 22 / 30

23 InteractionDevice class operation Interaction Devices can be assembled by player using Item objects and then activated/deactivated (switched on/off). They can also spawn items after assembly completion or when device gets activated. There are 3 types of child actors designed for Interaction Devices: - BP_ItemSlot - for mounting Interaction Items, - BP_DeviceActivation - for activating / deactivating Items, - BP_ItemSpawn - for spawning items when device assembly is completed or the device gets acitvated. See BP_RotatingDevice and BP_CasketDevice blueprint and its parent classes for implementation details. For pure functionality example see BP_GenericDevice and BP_InteractionDevice blueprints. 23 / 30

24 24 / 30

25 BP_ItemSlot BP_ItemSlot class is designed for attaching BP_Item objects to device. Steps below describe item attachment procedure. Call TryToAttach() function Function checks if given BP_Item object fits to BP_ItemSlot. It compares BP_ItemSlot->ExpectedItemId with BP_Item->Id property. Item fits to Slot when BP_ItemSlot->ExpectedItemId==BP_Item->Id. If Item fits, then ValidItemIsReadyForAttachment() event from parent device is called. Now is a moment for playing animation of item mount and other special effects. When effects playback is finished, call AttachItem() function to attach an Item to desired ItemSlotComponent When all items are attached, AssemblyCompleted() event from parent device is called 25 / 30

26 Now it is moment for playing assembly completion animations and special effects. After that permission for device activation can be set. BP_DeviceActivation BP_DeviceActivation class is designed for for activating/deactivating Interaction Devices. It is necessary to set CanBeActivated flag of parent device to true. This is permission for activating parent device using BP_DeviceActivation attached to it. It is forseen to set this flag after playing animations of assembly completion, but developer can choose any other moment. Following actions can be performed using this component: ActivationRequest() - activate parent device and call its OnActivate() event DeactivationRequest() - deactivate parent device and call its OnDeactivate() event 26 / 30

27 Toggle parent device activation and call its OnActivate() / OnDeactivate() events Check Activated variable in parent device to get information about current activation status. NOTE!!! Normally BP_DeviceActivation collision is disabled at application start and player cannot interact with this actor. Collision is enabled automatically just before AssemblyCompleted() event call, when all items are attached. Therefore if we want to use DeviceActivation without items attachment phase, it is needed to set Start With Collision Enabled property as true in BP_DeviceActivation child actor class defaults. This will force component collision enabled at game start. Otherwise the player will not be able to catch interaction with it before assembly is completed. 27 / 30

28 BP_ItemSpawn BP_ItemSpawn class are used for spawning items after parent device acivation. It is needed to set class of item to be spawned for every BP_ItemSpawn added to parent device. If None is selected, nothing will happen, BP_ItemSpawn will be ignored. Call ParentDevice->SpawnItems() function to ativate all child ItemSpawnComponents and spawn their items. After first call of SpawnItems() function ParentDevice->ItemsSpawned flag is set. Items will spawn on every function call and this flag can be used to spawn items only once: Developer decides when to spawn items on device. There are no limitations for it. Interaction Device example See BP_GenericDevice sample for better understanding of Interaction Devices. It inherits from BP_InteractionDevice uses its basic functionality only and contains complete workflow described above. 28 / 30

29 Tips for builds preparation 6.1 Plugins configuration Base project is configured for creating GearVR builds. Make sure that Oculus VR plugin is enabled and GoogleVR plugin is disabled before you start building your GearVR project. 6.2 Osig file generation To run the GearVR build for testing on your phone it is necessary to generate special Oculus Signature File based on your DeviceID number (not serial number) and attach it to your build. Otherwise you will get a message informing that the application cannot be launched, because it is not signed. Below are some useful links for this topic. Osig files generator (Oculus account needed): Application signing: e-submission-sig-file/ 29 / 30

30 Build configuration: 6.3 Other useful links about GearVR development ex.html Best practices for getting high performance + Oculus perfomance requirements for GearVR apps (VERY IMPORTANT!): / 30

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