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Thought I'd leave a review as I adopted this again. Used it one year ago and worked well with the fix provided in the comments, and still works in 2021 with newest SteamVR. I prefer a ThrustForce lower than 8 for a really smooth experience, but yeah, this still works and is my favorite way of navigating in my own created VR applications
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1
0
T
Asset No Longer Works
7 years ago
TeramonGame버전 1.2
Installed with Steam VR with this asset and received the following compile errors:
Assets\VRnavigationBasicThrust\scripts\NavigationBasicThrust.cs(13,5): error CS0246: The type or namespace name 'SteamVR_TrackedObject' could not be found (are you missing a using directive or an assembly reference?)
Maybe this asset is no longer compatible with the latest version of Steam VR?
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2
0
Hello,
i just imported the asset without changes and can't get it running.
Assets\VRnavigationBasicThrust\scripts\NavigationBasicThrust.cs(13,5): error CS0246: The type or namespace name 'SteamVR_TrackedObject' could not be found (are you missing a using directive or an assembly reference?)
There is something wrong in the script?
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3
0
Simple, and works well. However I have a question : is it possible to utilize the facing direction of the hmd instead of the controller directions while moving? I'd like to tweak this to whenever I pull the trigger it goes to the facing direction only, ignoring the controller direction. Any suggestion or solutions will be very much appreciated. Thankyou
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1
0
H
Do this to make it work with SteamVR 2.0.1. Plugin
7 years ago
Harald_Heide버전 1.2
In the Prefab: VRnavigationBasicThrust delete the [CameraRig] and replace it with the prefab from SteamVR 2.0.1. Give the [CameraRig] object a Rigidbody with no Gravity but use 0.5 in Drag. On the Controller child objects put on the script you find beneath and drag your [CameraRig] to Navi Base public field. Use a Thrust Force of 8 and select a button f.eks. \actions\default\in\GrabPinch (If you must generate Input scripts just go with default) This should do the trick for this excellent script in SteamVR 2.0.1 at least.
New script:
using UnityEngine;
using Valve.VR;
[RequireComponent(typeof(SteamVR_Behaviour_Pose))]
public class NavigationBasicThrust : MonoBehaviour
{
public Rigidbody NaviBase;
public Vector3 ThrustDirection;
public float ThrustForce;
public bool ShowTrustMockup = true;
public GameObject ThrustMockup;
private SteamVR_Behaviour_Pose trackedObj;
public SteamVR_Action_Boolean Button;
GameObject attachedObject;
Vector3 tempVector;
private void Awake()
{
trackedObj = GetComponent<SteamVR_Behaviour_Pose>();
}
void FixedUpdate()
{
bool b = Button.GetState(trackedObj.inputSource);
// add force
if (b)
{
tempVector = Quaternion.Euler(ThrustDirection) * Vector3.forward;
NaviBase.AddForce(transform.rotation * tempVector * ThrustForce);
NaviBase.maxAngularVelocity = 2f;
}
NaviBase.transform.rotation = Quaternion.Slerp(NaviBase.transform.localRotation, Quaternion.Euler(NaviBase.transform.localRotation.x, transform.localRotation.y, NaviBase.transform.localRotation.z), 2.2f * Time.deltaTime);
// show trust mockup
if (ShowTrustMockup && ThrustMockup != null)
{
if (attachedObject == null && b)
{
attachedObject = (GameObject)GameObject.Instantiate(ThrustMockup, Vector3.zero, Quaternion.identity);
attachedObject.transform.SetParent(this.transform, false);
attachedObject.transform.Rotate(ThrustDirection);
}
else if (attachedObject != null && b)
{
Destroy(attachedObject);
}
}
}
}
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6
0
Smooth, very easy to use, and don't make sick ! I am using it to fly over a map and it is almost perfect. One great improvement would be the ability to fly faster when you get higher, as you can do with Google VR for instance. Flight speed should more important if you are 2000 meters above the terrain than if you are 50m. Hope you can add this feature, congratulations for this awesome asset :-)
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0
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