Publisher | Hourglass Software, LLC |
---|---|
File size | 48.25MB |
Number of files | 15 |
Latest version | 1 |
Latest release date | 2018-03-19 04:55:25 |
First release date | 2018-03-02 06:33:23 |
Supported Unity versions | 2018.4.2 or higher |
User Guide
NovoCam is a VR Camera System SDK that is built on top of a customized GoogleVR SDK (legacy) to use for Cardboard or Daydream games. It allows you to easily integrate a car camera system, a ship/aircraft camera system, or a first-person shooter camera. It also simplifies GVR integration with custom behavior and features. Any component setup is aggregated and encapsulated within the APIs and the SDK is packaged into C# DLLs. It has support for using the camera system in the Unity Editor to use during development, Android, iPhone, or Unity with native GVR support. The car camera and ship camera utilize the device accelerometer for parts of the steering. In addition to the camera and steering behaviors, hooks and controls for Gaze Input are also included. Furthermore, the car camera and ship camera allow the option of a non-VR mode.
Features
CarCam
• Auto-translate forward by a speed specified
• Turn left or right based on the accelerometer using specified values for the minimum accelerometer value at which to start turning, the maximum rotation/turn angle, and the amount to increment the rotation by.
• Re-alignment when less than the minimum accelerometer value specified for when to turn
• Rotate up or down by an amount specified in the API (used to account for ups and downs on the “road”)
• Match a game object (a car chassis for example) rotations to the rotations of the camera
• API call to shake the camera (and associated game object if specified)
• Gaze Input with reticle (however, actual event actions on “collisions” via the Raycaster needs to be handled by the game and are not included in the SDK)
• VR or non-VR mode
Note: The Editor build version does not use the accelerometer. Instead, it uses the left and right arrows for turning and re-alignment is not included in the Editor build. The Editor build is meant to be used only for testing.
ShipCam
• Auto-translate forward by a speed specified
• Yaw, pitch and roll
• Pitch is based on the device head pose orientation
• Yaw and roll are based on the accelerometer using specified values for the minimum accelerometer value at which to start turning, the maximum rotation/turn angle, and the amount to increment the rotation by. Yaw and roll are synchronized when “turning”
• Re-alignment when less than the minimum accelerometer value specified for when to turn
• Match a game object (a car chassis for example) rotations to the rotations of the camera
• API call to shake the camera (and associated game object if specified)
• Gaze Input with reticle (however, actual event actions on “collisions” via the Raycaster needs to be handled by the game and are not included in the SDK)
• VR or non-VR mode
Note: The Editor build version does not use the accelerometer. Instead, it uses the left and right arrows for turning and re-alignment is not included in the Editor build. Pitch is performed by Alt+mouse. The Editor build is meant to be used only for testing.
FPSVRAvatarCam
• Camera follows device head pose orientation (default GoogleVR)
• Can enable a “Look” feature that looks at an Audio source location based on:
o When audio plays (non-looping audio)
o Audio source is within radius specified in API
o Avatar/camera is within distance specified in audio source
o Will only look at audio source when it plays within X time intervals specified in API
o If multiple audio sources are playing at the same time, will look only at the closest one
o Will not look at audio source if camera is shaking
o After “looking”, camera returns smoothly to device head pose orientation
o Game Usage: avatar gets a peek at enemies approaching
• Match a game object (a car chassis for example) rotations to the rotations of the camera
• API call to shake the camera (and associated game object if specified)
• Gaze Input with reticle (however, actual event actions on “collisions” via the Raycaster needs to be handled by the game and are not included in the SDK)
• VR mode only
• No auto-translate
Included Assets
1) NovoCamEditor.dll
2) NovoCamAndroid.dll
3) NovoCamIPhone.dll
4) NovoCamUnityGVR.dll
5) Plugin.zip (GoogleVR - legacy)
6) Resources (for Reticle - GoogleVR)
7) User Guide
8) Demo assets
a. Sample scripts showing implementation of NovoCam (enable only 1 at a time)
i. CarCamController.cs
ii. ShipCamController.cs
iii. FPSCamController.cs
b. Sample scene (same scene for all Controller scripts)
c. Test audio file
NovoCam is a VR Camera System SDK that is built on top of a customized GoogleVR SDK (legacy) to use for Cardboard or Daydream games. It allows you to easily integrate a car camera system, a ship/aircraft camera system, or a first-person shooter camera. It also simplifies GVR integration with custom behavior and features. Any component setup is aggregated and encapsulated within the APIs and the SDK is packaged into C# DLLs. It has support for using the camera system in the Unity Editor to use during development, Android, iPhone, or Unity with native GVR support. The car camera and ship camera utilize the device accelerometer for parts of the steering. In addition to the camera and steering behaviors, hooks and controls for Gaze Input are also included. Furthermore, the car camera and ship camera allow the option of a non-VR mode.
Features
CarCam
• Auto-translate forward by a speed specified
• Turn left or right based on the accelerometer using specified values for the minimum accelerometer value at which to start turning, the maximum rotation/turn angle, and the amount to increment the rotation by.
• Re-alignment when less than the minimum accelerometer value specified for when to turn
• Rotate up or down by an amount specified in the API (used to account for ups and downs on the “road”)
• Match a game object (a car chassis for example) rotations to the rotations of the camera
• API call to shake the camera (and associated game object if specified)
• Gaze Input with reticle (however, actual event actions on “collisions” via the Raycaster needs to be handled by the game and are not included in the SDK)
• VR or non-VR mode
Note: The Editor build version does not use the accelerometer. Instead, it uses the left and right arrows for turning and re-alignment is not included in the Editor build. The Editor build is meant to be used only for testing.
ShipCam
• Auto-translate forward by a speed specified
• Yaw, pitch and roll
• Pitch is based on the device head pose orientation
• Yaw and roll are based on the accelerometer using specified values for the minimum accelerometer value at which to start turning, the maximum rotation/turn angle, and the amount to increment the rotation by. Yaw and roll are synchronized when “turning”
• Re-alignment when less than the minimum accelerometer value specified for when to turn
• Match a game object (a car chassis for example) rotations to the rotations of the camera
• API call to shake the camera (and associated game object if specified)
• Gaze Input with reticle (however, actual event actions on “collisions” via the Raycaster needs to be handled by the game and are not included in the SDK)
• VR or non-VR mode
Note: The Editor build version does not use the accelerometer. Instead, it uses the left and right arrows for turning and re-alignment is not included in the Editor build. Pitch is performed by Alt+mouse. The Editor build is meant to be used only for testing.
FPSVRAvatarCam
• Camera follows device head pose orientation (default GoogleVR)
• Can enable a “Look” feature that looks at an Audio source location based on:
o When audio plays (non-looping audio)
o Audio source is within radius specified in API
o Avatar/camera is within distance specified in audio source
o Will only look at audio source when it plays within X time intervals specified in API
o If multiple audio sources are playing at the same time, will look only at the closest one
o Will not look at audio source if camera is shaking
o After “looking”, camera returns smoothly to device head pose orientation
o Game Usage: avatar gets a peek at enemies approaching
• Match a game object (a car chassis for example) rotations to the rotations of the camera
• API call to shake the camera (and associated game object if specified)
• Gaze Input with reticle (however, actual event actions on “collisions” via the Raycaster needs to be handled by the game and are not included in the SDK)
• VR mode only
• No auto-translate
Included Assets
1) NovoCamEditor.dll
2) NovoCamAndroid.dll
3) NovoCamIPhone.dll
4) NovoCamUnityGVR.dll
5) Plugin.zip (GoogleVR - legacy)
6) Resources (for Reticle - GoogleVR)
7) User Guide
8) Demo assets
a. Sample scripts showing implementation of NovoCam (enable only 1 at a time)
i. CarCamController.cs
ii. ShipCamController.cs
iii. FPSCamController.cs
b. Sample scene (same scene for all Controller scripts)
c. Test audio file