Part 4: 3D Prototyping without Unity
Do you already have 3D assets? Or maybe you’ve scrounged around some of the free 3D model sites and found assets to start with. You might just want to place them in a real scene to see how they feel. This will involve a bit more effort, especially if you want to add interactivity, but you’ll get as close to the real output as possible, short of building out the whole thing. Even if you’re not comfortable working with Unity or other game engines you can still build a working 3D prototype.
A-frame
Browser-based HTML 3D engine simulator.
Tracked controller example in the visual inspector (via A-frame website).
A-Frame really continues to grow as a powerful tool with an inspector, components, and more. You can insert 2D or 3D objects into stationary or room scale scenes and add interactivity. It rivals Unity’s power, with a lot of the same interactions normally controlled by C# scripting, but instead it uses HTML, a language that many more designers are familiar with. That’s a big advantage of A-Frame. There’s also a nice option to work in Codepen. The output is a 360˙ web view, so it’s a good option for sharing a prototype with others who may not have access to Unity or a HMD. There’s also the option for HMD support with Vive and Rift.
- Viewable with or without HMD.
- Style and add VR interactions with HTML (with some custom A-frame mods).
- Powerful, free browser-based interface.
Part 5: 3D Prototyping with Unity
Here’s where things get really fun. If you’ve exhausted the 2D prototyping route, alternative 3D methods, or you’d rather just skip all that and get into Unity with your HMD, this method fits the bill.
You’ll be using Unity, so there may be a bit of a learning curve if it’s new to you. This method is best suited for visualizing room-scale experiences because you’ll be able to test movement in x, y, z planes. Lets jump into VR!
VRTK and Newton VR toolkits
Both of these toolkits are free to download from Unity Asset Store. Import them into Unity, set up for Vive or Rift, and run the example scenes in your HMD.
Interactable scenes from Newton VR (left) and VRTK (right)
- Example scenes (20+) are provided, with models and scripting that handle many basic interactions.
- Great option for first and third person controller experiences.
- Steam VR and Oculus Rift ready.
- Add in the Oculus Avatar SDK to visualize Touch hands.
- If you’re away from your HMD (or don’t have access to one but still want to try this out) VRTK has a Simulator prefab that works quite nicely. It won’t replace the true interaction you get with controllers, but it can be a good “working remote” option.
- Good resource for learning about interactions, 3D models, and object control scripts.
- Use the kits separately or leverage both of these libraries together to get even more functionality. Here’s the details on how to do that:
Customize the toolkits
Yes, you can use these toolkits to build your own projects. It might feel like cheating — and maybe it is a wee bit — but don’t feel too bad. Remodeling the samples for your own design will still require a lot of elbow grease on your part.
You’ll need to swap out the existing models for your own 3D assets and modify the sample scripts accordingly. To properly replicate interactions within an object, make sure to consider the rigging and animation of your custom models (like pulling a gun trigger or pulling a zipper.)
- This is a good option if you’re already familiar with working in Unity.
- If you plan to build the experience in Unity anyway, you could build straight off the prototype rather than duplicating the work in another system (like Framer or A-Frame).
- Make use of this extensive sampling of common interaction scripts.
Creating your own scene from scratch
Outtakes from my experiment with random 3D models and pickup object scripting. (Pardon the non-functional creepy hands.)
It’s impossible to detail the steps for this option, because every case will be different. It could involve knowledge of scripting for first and/or third person controllers, object interactions and movements, physics.. basically nearly everything there is to know about making a game. Building it yourself can be a good way to learn VR essentials — and it’s always good to be familiar with the basics (or at least struggle through them a bit to gain some appreciation.)
Part 6: Creating VR art in VR
Tilt Brush, Medium, and Quill
Draw, mold, and sketch in VR to create 3D assets or lay out a space. You can even share your creations on Sketchfab, a growing community for 3D artists. I won’t review this in too much detail, but it’s definitely worth a mention. People are creating amazing art in Quill, Tilt Brush, and Medium.
Starry Night Diorama in Tilt Brush by George Peaslee
Part 7: Designing VR in VR
This could be the Holy Grail, or really close to it. You may know this drill:
Put on your headset.
Test the scene.
Realize everything is off kilter.
Take off your headset.
Tweak the UI.
x Repeat cycle indefinitely
Instead, you’ll put on your headset, leave it on, and design inside VR.
Sample Unity EditorVR scene and interface (source: VR Focus)
Unity EditorVR
EditorVR is a new feature that sits on top of the traditional Unity interface. It lets you create entire layouts while inside VR. You can add and modify assets, use floating workspaces, mutli-scene chessboards, and more. It’s still experimental and needs polish, but it’s a great first step toward the future of VR design.
I’ll just leave this here for you. The video says it all.