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VRTK_LoadScene #959
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I love the idea of having a high-level one in VRTK, so I vote for your second point above. |
Realistically we could do both as separate options. Platform fallback wrapper is simple. Configuring a 3d loading area is more complex but looks better. |
This would be a great feature to include in VRTK. It would be nice if the fade transitional aspects were optional and / or only kicked in when needed. I'm doing a lot of additive async scene loading in my project and sometimes things can load in totally smooth with no drops. |
Sure. I was only thinking of non-additive loading. Forgot that sometimes additive loading can use a loading progress bar. |
I agree this is something that should be looked at |
Gonna merge this into here #72 |
OculusVR appears to have its own compositor/overlay API. I wonder if there's any way to make it behave similar to the SteamVR api, overriding the view while we load. https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-ovroverlay/ |
Are there any news? Is somebody working on this? |
No one is working on this feature at the moment afaik |
Guys. If there is any you'll see it because this issue is updated. You could also do it yourself, PRs welcome! |
Just adding my experiences with the SteamVR implementation for when you guys look into this more. Try work it along the lines of just a callback receiver so you can feed in from almost anything, not just scenes. |
Any implementation should definitely just be about abstracting overlays. The target shouldn't be a specific use case. With v4 work going on it will be a while until I can have a look at this but it's still on my radar. |
Unity's built-in LoadScene doesn't work well for VR. Some non-VR games use it rather than bothering with the async or additive version of
LoadScene
because it's a simple call. Unfortunately, in VR the sync nature means that rendering is blocked, FPS on the headset plummets to 0, and while the next scene is loading the user is kicked back to the dashboard. So implementing scene loading correctly is an important issue in VR.The SteamVR Unity Plugin contains a
SteamVR_LoadLevel
component and API that offers an alternative for use in SteamVR and appears to do an number of things:LoadSceneAsync
api directly.VRTK could use its own
VRTK_LoadScene
component to simplify scene loading in VR.There are 2 ways that a
VRTK_LoadScene
could work.SteamVR_LoadLevel
implementing a loading screen, it could be usedVRTK_LoadScene.Begin
(function) orVRTK_LoadScene.Load
(coroutine).The text was updated successfully, but these errors were encountered: