Reserved Resources - eisclimber/ExPresS-XR GitHub Wiki
If you are planning on expanding ExPresS XR, using external materials or only using some parts of the project, you might want to take a look at the following information.
Note: Cursive layers/tags/... are built in.
- Default
- TransparentFx
- Ignore Raycast
- Player: Layer for the Player. All components of the XR Rig (except the HUD) should be set to this layer.
- Water
- UI
- UI Always On Top: Will be rendered by the HUD Camera but not the Main Camera. The HUD of the XR Rig should be set to this layer.
- Ignore Camera: Will not be rendered by the Camera.
- Ignore Mirror Camera: Will not be rendered by the MirrorCamera of ExPresS XR's Mirrors, thus being invisible in the reflection.
- AreasOfInterest: Layer for Areas of Interest. Will not be rendered by any camera.
- AreasOfInterestBouncer: Layer for Areas of Interest Bouncers. Will be rendered by the camera.
- Bow: Layer for the bow of BaAM VR.
- ArrowShot: Layer for the arrows of BaAM VR so that they do not collide with the player or the bow.
Be aware: Adding new Layers might result in them not being visible in VR as they are not added to the MainCameras Culling Layer. This must be done manually!
Only some of the built-in tags are required. The "Player"-tag should be set to all objects of the rig, to prevent self collisions being detected by with the HeadCollider. One exception is the MainCamera-GameObject which needs the 'MainCamera'-tag.
For the example scenes and some prefabs two custom tags were created:
- Test: Used in the Interaction Area to show the functionality of a TagCheckSocket.
- PictureData: Used by the TagCheckSocket of the PictureScroller. This is not required but recommended to easily filter which objects are accepted and which are not.
Make sure to use the InteractionLayerSettings from "Assets/Settings/Resources/InteractionLayerSettings.asset" or adjust your own to contain the following values.
- Default
...
- Teleport: As per recommendation by XRI. It is used for teleporting.
The Input Action at Assets/Settings/Input Mappings/ExPresS XR Default Input Actions.inputactions is used and is based on the one from the XR ITK with the following additions:
-
XRI Head/Head Gaze Prevent Interactionof typeValue(Vector3)with a binding todeviceAngularVelocity [XR HMD]and aPress-Interaction with Trigger BehaviorPress Onlyand Press Point set to 0.3. -
XRI Head/Head Gaze Perform Interactionof TypeButtonwith Bindings to theForward-Button on the Mouse and theEnter-Key on the Keyboard. The first one is generated during runtime to perform the Head Gaze Select Action. The second one is for debugging. -
XRI Head/Testof TypeButtonwith a Binding to theT-Key of the Keyboard. It is not used for anything but can be used for debugging. -
XRI LeftHand Interaction/Hand Menuof TypeButtonwith a Binding to the Left ControllersPrimaryandSecondary-Button. Used for opening and closing the HandMenu of the rig at the left hand. -
XRI RightHand Interaction/Hand Menuof TypeButtonwith a Binding to the Right ControllersPrimaryandSecondary-Button. Used for opening and closing the HandMenu of the rig at the right hand.
Make sure to delete the Default Input Action that gets imported via the XR Interaction Toolkit-Package!