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A simple Android VR Player Controller for Handheld Joystick Input.
/*************************************************************************
* SimpleVRPlayerController created by Chris @ ChrisHammond.ca
* __________________
*
* Usage: Please feel free to use this code for your own personal or commercial
* projects if it helps or is any benefit to you.
*
*
*/
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.VR;
public class SimpleVRPlayerController : Photon.MonoBehaviour
{
public enum InputType { KeyboardAndMouse, OneVRHandheldController }
//set to keyboard and mouse in inspector if you want to test in editor without controller
public InputType inputType = InputType.OneVRHandheldController;
//movement and character controller variables
public float moveSpeed = 5f;
public float lookSpeed = 1f;
public float jumpSpeed = 8.0F;
public float gravity = 20.0F;
public CharacterController characterController;
//camera
public Transform vrCameraTransform;
//camera parent - used to move camera/change position of cam
public Transform vrCameraTransformParent;
//player body parent for player movement
public Transform playerBodyTransform;
//variable for capsule controller direction
private Vector3 moveDirection = Vector3.zero;
//audio for footsteps
public AudioSource footSteps;
//mouse control variables for testing on PC
private Vector3 rotation;
public float mouseSensitivity = 100.0f;
public float clampAngle = 80.0f;
void Start()
{
rotation = vrCameraTransform.rotation.eulerAngles;
}
void Update()
{
//keyboard and mouse for testing purposes on PC
if (inputType == InputType.KeyboardAndMouse)
{
float mouseX = Input.GetAxis("Mouse X");
float mouseY = -Input.GetAxis("Mouse Y");
rotation.y += mouseX * mouseSensitivity * Time.deltaTime;
rotation.x += mouseY * mouseSensitivity * Time.deltaTime;
rotation.x = Mathf.Clamp(rotation.x, -clampAngle, clampAngle);
Quaternion localRotation = Quaternion.Euler(rotation.x, rotation.y, 0.0f);
vrCameraTransform.rotation = localRotation;
float y = moveDirection.y;
moveDirection = (vrCameraTransform.forward * moveSpeed * Input.GetAxis("Vertical")) +
(vrCameraTransform.right * moveSpeed * Input.GetAxis("Horizontal"));
moveDirection.y = y;
vrCameraTransformParent.localPosition = playerBodyTransform.localPosition;
playerBodyTransform.rotation = vrCameraTransform.rotation;
}
else
{
//get forward and right direction of the VR Camera
Vector3 forward = vrCameraTransform.TransformDirection(Vector3.forward).normalized;
Vector3 right = vrCameraTransform.TransformDirection(Vector3.right).normalized;
//y direction for falling/jumping
float y = moveDirection.y;
//use the forward and right direction of Camera for applying force to body in the correct direction.
moveDirection = (forward * moveSpeed * Input.GetAxis("Vertical")) + //up/down on joystic is vertical
(right * moveSpeed * Input.GetAxis("Horizontal")); //left right on joystick is horizontal
moveDirection.y = y;
//set camera parent to match player body position.
//cannot set camera position directly, seems to cause problems/not apply as reported by multiple Unity users.
//so in that case, we we have childed the camera and we move it by moving it's parent.
vrCameraTransformParent.localPosition = playerBodyTransform.localPosition;
playerBodyTransform.rotation = vrCameraTransform.rotation;
}
//if character is on the ground then they can jump if they desire to.
if (characterController.isGrounded)
{
if (Input.GetButton("Jump"))
moveDirection.y = jumpSpeed;
}
//apply gravity to y axis move direction
moveDirection.y -= gravity * Time.deltaTime;
//if player is moving, play footstep sounds.
if (moveDirection.x > 0.1f || moveDirection.x < -0.1f || moveDirection.z < -0.1f || moveDirection.z > 0.1f)
{
if (!footSteps.isPlaying)
{
footSteps.Play();
}
}
else
{
footSteps.Stop();
}
//apply calculated movement to character controller.
characterController.Move(moveDirection * Time.deltaTime);
}
private void OnApplicationPause(bool pauseStatus)
{
InputTracking.Recenter();
}
}
@bokhQ

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bokhQ commented Jun 3, 2018

hello, new to the vr, can you share instructions?
we need the google vr sdk and unity's standard character asset?

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