Venturing into VR

As someone who's very passionate about technology and UI Design, I'm very interested in the impacts Virtual Reality is having to Product and Interaction Design. What can you create when you have unlimited screen real estate and the laws of physics don't necessarily need to apply? Just before the launch of the Oculus Rift and HTC Vive, I decided to spend a few nights and weekends learning Unity and C# so I could dabble in some interface design for VR.

Steamvr SDK

Getting the SteamVR SDK up and running in Unity was fairly simple. I spent the majority of my time learning about things like the C# syntax and the intricacies of the Unity UI and interacting with objects in VR.

01 basic unity and c#

Before I had my VR headset in hand, I needed to learn a bit about Unity and C#. This is the first thing I made. A basic "Twin Stick" shooting mechanic using input from a PlayStation DualShock 4 controller.


03 google cardboard sdk

Once I felt I had a grasp of Unity and C# I decided to play around with the Google Cardboard SDK. Because of the limited control options, I used the accelerometer to control the tank and designated the single input to shooting. I also added a teleportation mechanic so the player could move around the environment.

02 Enumurators and collision

Diving a little deeper into Unity and C# I added velocity, spawn points and 'heath' for each object, improved the shooting mechanic and also dabbled a bit more into Blender (to model the tank).


04 streamvr sdk

Finally, I received my headset and was able to start playing with the SteamVR SDK. I started with the basics, concentrating on 'grabbing' objects and translating their location in relation to the players hands.