【Unite 2017 Tokyo】EditorVRの設計から学んだこと:使えるVRエディターのためのデザイン

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June 07, 17

スライド概要

講演者:ティモニー・ウェスト(Unity Technologies)

こんな人におすすめ
・UnityをVRスペース内で直接使うオーサリング環境を構築したい方
・VRスペース内オーサリングのデザイン手法に興味のある方
・VR機器を使ったツール開発に興味のある方

受講者が得られる知見
・EditorVRの各UI要素と、それらがどんな判断で今の形に設計されたのか、理論と背景
・VRエディターのUI要素をどのように改善していったか
・EditorVRの新機能をどんなプロセスでデザインしていったか

講演動画:https://youtu.be/I_KJeZXd588

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リアルタイム3Dコンテンツを制作・運用するための世界的にリードするプラットフォームである「Unity」の日本国内における販売、サポート、コミュニティ活動、研究開発、教育支援を行っています。ゲーム開発者からアーティスト、建築家、自動車デザイナー、映画製作者など、さまざまなクリエイターがUnityを使い想像力を発揮しています。

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関連スライド

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Timoni West Principal Designer, Unity Labs

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Designing EditorVR: Lessons Learned

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EditorVR • • • • • • Open-source package you add to your project Extensible; you can add functionality to it Runs in edit mode, so your changes are saved Available for Vive or Rift Requires controllers and a PC Just updated to Unity 5.6, but requires a custom build until our input system is finished

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Key hurdles • Creating inside Unity in Edit Mode • Designing a robust creation tool • Key UI + UX pain points

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Creating inside Unity in Edit Mode • Unity itself does not run in realtime, but we need to render the scene view in realtime. • Can’t use the GPU to select objects. • Can’t use onCollision to select objects in a scene; no physics in edit mode.

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Creating inside Unity in Edit Mode • Can’t edit the user’s scene (so can’t add colliders). • Can’t scale the world; have to scale the user.

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Creating inside Unity in Edit Mode • Miniworld is a re-render of the scene from a different perspective, preserving the existing zbuffer. • Play mode is very different in VR; it takes up all of the input.

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Key hurdles • Creating inside Unity in Edit Mode • Designing a robust creation tool • Key UI + UX pain points

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What is a robust tool? • Work for every type of scene. • UI shows up on any kind of color scheme and lighting scheme. • Must work consistently across controller types. • Works with any scale of asset. • Does not limit the developer.

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Designing a robust creation tool • Render queues

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Designing a robust creation tool • • • • Render queues: 9000+. Gizmo interaction: different than 2D. Anisotropic filtering is needed for everything. Keyboard inputs: brand new.

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Key hurdles • Creating inside Unity in Edit Mode • Designing a robust creation tool • Key UI + UX pain points

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Key UI + UX pain points • Introducing the concept of tools • Tool switching.

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Key UI + UX pain points Introducing the concept of tools. Tool switching: how to teach people? Gestures: mentally & computationally taxing. UI: HUDs are terrible. Want it accessible but not in the way. • Periphery is not useful for many interactions. • • • •

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Key UI + UX pain points • Animations seem gratuitous, but are necessary. • Users really don’t see things. • Show what’s going to happen, what is happening, and what just happened. • Show as much of the controller’s real buttons in your model as you can.

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Object interaction • Ultimate freedom is not so great. Use rotation constraints.

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Object interaction • Ultimate freedom is not so great. Use rotation constraints. • User want to interact with all objects, even if they’re blocked. • But not in the same way: close objects should be more responsive, and far objects should be more forgiving.

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Other surprises • Locomotion: fast, precise, won’t make you sick: pick two. • Sounds need to be predicted. • Double-clicks need to be slower. • Users don’t know if they’re inside a large object. • Must filter controller noise from user movement more than the tracking system.

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How to start playing around with EVR • • • • • • Have a Vive or Rift Recommend a 1080 or higher https://github.com/Unity-Technologies/EditorVR/ http://rebrand.ly/EditorVR-build Put package in project Window > EditorVR

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Add GDC video

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Thank you!