Unity – VR Design Frames

Preview_Descriptions_Color_near

 Version: V1.0 - Compatible with Unity 5.0 - 2018.1

This tool is made for you VR lovers. With this package you can rapidly design your full 3D world. After a while I was so annoyed of constantly put on and off the goggles just to check if an object is too far away placed to recognize or if it's just right in the place to be seen by the users camera. If you're deigning for such an immersive medium you sooner or later ran into the findings of Ryan Betts. He made this great analysis of the human eye and adapted that to VR devices. Based on that you can now add his science with one drag&drop to your scene and see if your point of interest is settled in the sweet spot.

It helped me a lot during my developments and love to share my work with our community.

In case you like it and want to give me something back in return feel free to share it with others and leave me a comment below.

buynow_unity
Options_all

Canvas Framer in the Demo Scene

Creating full VR experiences is pretty complex in relation to any other design concepts out there.

  •  We are completely familiar with mobile or desktop applications and our eyes are completely trained where to look at.
  • This tool visualizes the best VR design concepts developed by now.
  • It helps you to orientate in 3D space and find the right spots to guide the player's focus.
Inspector

              Key Features:

  • VR Storyframing at run-time
  • Add platform related frames for VR-Shootings.
  • All VR platforms supported.
  • Full source code included.
  • Zero setup required.
  • Tooltips available in the Inspector.
  • Clean, simple editor integration.
  • Responsible UI
  • Modify elements during Playmode.

How To Use:

    1. Attach the Script "VRDesignFrames" to your Camera
    2. OR attach it via AddComponent> VRDesignFrames> VRDesignFrames directly in the inspector
    3. Camera: add your camera to the script
    4. That's it, run your Application

My personal coding challenge behind this was to make the most out of the fewest.
So it's highly artist and designer friendly by only using one easy-to-use script.

  • "Anything closer than 0.5m is difficult to focus on.
  • Anything further than 20m will lose its depth or “3D-ness”.
  • Naturally, due to the screen-based VR displays and optics we have right now, the eyes will be focused at a distance of 2m.

"Objects will feel most comfortable from 2m-10m away from the user."                   Ryan Betts

Frames_VR

Game VIew runtime

Device_Change

Adjusted for your device

Values to play around during Playmode:
(Values changed during Playmode will not be saved)

Basics:

  • Device:
    Choose your end-device. This will change the 2D frames (Masking, Grid, etc.) to your device specific resolution.
  • Camera Offset:
    Put the 3D element into the right place to fit your applications requirements

VR Attributes:

  • FOV Color:
    Change the color (+alpha) of the Field Of View. It's by default greenish.
  • FOV Volume:
    Gives an idea of 3D volume of the Field Of Views (Forward FOV, Comfortable FOV & Max. FOV). Values are between 0,1 to 1,5.
  • Circles Offset Y:
    Change the height of both white circles.
    This can be useful to check the distance of higher/lower elements relative to your base Level.
  • Area Color:
    Change the color (+alpha) of the three Zones. It's by default redish.
    This value will not be saved when changed during Playmode.
  • Area Volume:
    Visualize the tree Zones (Minimum Area, Midground Area & Background Area) height-wise.
    Check distances between 0,5 - 20,0 meters around you.
  • Font Color:
    Change the color (+alpha) of the texts displayed in 3D space.

Canvas Attributes:

  • Frame Thickness:
    Choose how thick the lines of Save Action & Save Title TV should be.
  • Mask Color:
    Change the color (+alpha) of the Resolution Mask.
  • Grid Thickness:
    Adjusts the thickness of the Canvas & Resolution Grid.

Game View Menu:

  • Minimize:
    Hide/Show the complete Menu.

Frames:

Show/Hide all 2D elements.

  • Canvas Grid:
    Show/Hide a grid which splits the game view 3 by 3.
  • Resolution Gate:
    The film gate represents the dimensions of the device (=camera aperture) you choose. It fills as much space as possible of Game View.
  • Resolution Mask:
    That represents the areas around the film gate filling up to your free aspect.
  • Resolution Grid:
    Devides the resolution gate into 9 quares (3 by3) to determine key areas within that field.
  • Save Acton TV:
    This describes the areas were motions can be seen on television screens.
  • Save Title TV:
    The margin within all texts are visible for TV screens. May be helpful when rendering for advertisement.

VR Mode:

Show/Hide all 3D elements.

  • Descriptions:
    Realates to all 3D text elements. Will be hidden automatically when certain elements below are hidden.
  • Minimum Area:
    Do not place visuals in this area. It's too close to recognize objects and users will feel uncomfortale by seeing them that close.
  • Midground Area:
    Here is the best range to place objects within this area.
  • Background Area:
    Assets will hardly seen this far.
  • Forward FOV:
    The horizontal arc of a 94° visual field were objects are "in your face" without head-turning.
  • Comfortable FOV:
    The horizontal arc of a 154° visual field were objects are recognized best even with head-turning.
  • Max. FOV:
    The horizontal arc of a 204° visual field were objects barely can be recognized when head-turning.

Reset:

As the name says it restores all basic values.

 

Cheers!

Susann

I would really appreciate it if you'll rate my tool and leave feedback. Thanks!
Email me at support@lazorcorn.tech for more info or bug reports.