At Labs, one of our primary VR projects is building out Unity’s functionality for work in VR HMDs, which we’ve dubbed EditorVR. Work is underway, and we’ve demoed the technology publicly, first at Vision Summit in Los Angeles earlier this year.
在实验室,我们的主要VR项目之一是扩展Unity在VR HMD中工作的功能,我们将其称为EditorVR。 工作正在进行中,我们已于今年初在洛杉矶的Vision Summit上首次公开演示了该技术。
The first demo of EditorVR, at Vision Summit in February 2016.
2016年2月在视觉峰会上,EditorVR的第一个演示。
The initial demo included manipulating PRS with a familiar-looking 3D gizmo, as well as the ability to directly pick up an object, move it around, scale and rotate.
最初的演示包括使用外观熟悉的3D Gizmo操纵PRS,以及直接拾取对象,四处移动,缩放和旋转的功能。
We also have a sneak peek of a large 3D inspector in VR, but the implementation you see above has some key usability issues. It gets tiring to move your gaze between the object you’re moving and the updated values in the Inspector pane. Over the next few months, we’ll be experimenting with having numeric overlays directly on the object you’re manipulating instead. Scale and size issues are typical problems in VR, so if you’re new to VR design, this is a good example of the kind of UX issue that routinely come up.
我们还偷窥了VR中的大型3D检查器,但是您在上面看到的实现存在一些关键的可用性问题。 在您要移动的对象和“检查器”窗格中的更新值之间移动视线会很累。 在接下来的几个月中,我们将尝试直接在要操作的对象上放置数字叠加层。 规模和大小问题是VR中的典型问题,因此,如果您不熟悉VR设计,那么这就是例行出现的UX问题的一个很好的例子。
At GDC, we included new functionality that substantially increases how quickly you can move full-scale objects around in a scene: an interactable minimap we call the chessboard.
在GDC,我们提供了新功能,可以大大提高您在场景中四处移动全尺寸对象的速度:一种称为棋盘的可交互小地图。
The updated EditorVR demo with the chessboard, March 2016.
带有棋盘的更新的EditorVR演示,2016年3月。
So how are we building out EditorVR? In the near term, we are targeting three types of users for EditorVR: the developer, the level or scene designer, and the game designer or director. We’ve noticed patterns in what each wants out of EditorVR.
那么我们如何构建EditorVR? 在短期内,我们将针对EditorVR的三种类型的用户作为目标:开发人员,关卡或场景设计师以及游戏设计师或导演。 我们注意到每个人都希望从EditorVR中获得的模式。
Developers generally ask for the ability to edit values, see the console and profiler, and edit code. Level and scene designers want the ability to create, access, and place game objects. Game designers and directors want to preview and play sequences, adjust lighting, particle systems, and audio, make tweaks to the scene, and so on.
开发人员通常要求能够编辑值,查看控制台和事件探查器以及编辑代码。 关卡和场景设计人员希望能够创建,访问和放置游戏对象。 游戏设计师和导演希望预览和播放序列,调整照明,粒子系统和音频,对场景进行调整等等。
Of course, there’s a lot of overlap here as well: at some companies, these roles might all be the same person. But generally, we’ve identified a set of key features we’re focusing on first, with the idea that they should be customizable and extensible, just like Unity itself.
当然,这里也有很多重叠之处:在某些公司中,这些角色可能都是同一个人。 但总的来说,我们已经确定了我们首先关注的一组关键功能,并认为它们应该像Unity本身一样可自定义和可扩展。
We don’t have a release date for EditorVR yet, but appreciate that users would prefer to have limited functionality now rather than wait—taking the headset off, typing, hitting play, and putting the headset back on is just not a sustainable workflow. So stay tuned, and we’ll be announcing updates as soon as we can.
我们还没有发布EditorVR的发布日期,但是感谢用户宁愿现在只拥有有限的功能,而不是等待-摘下耳机,打字,打游戏并将耳机重新戴上并不是可持续的工作流程。 因此,请继续关注,我们将尽快宣布更新。
翻译自: https://blogs.unity3d.com/2016/03/21/introduction-to-unitys-editorvr/