EditorXR和SceneFusion更新

Since we first released the pre-alpha of EditorXR in December, we’ve been hard at work refining, collaborating, and experimenting. Today we’ll be covering some of the highlights. Bonus: Our friends at Kinematic Soup have been hard at work on Scene Fusion and have an update to support out latest version. Try them both out today!

自从我们在12月首次发布EditorXR的预测试版以来,我们一直在努力改进,协作和试验。 今天,我们将介绍一些重点。 奖励:我们在Kinematic Soup的朋友一直在为Scene Fusion努力工作,并进行了更新以支持最新版本。 立即尝试它们!

再见实验编辑! (Goodbye Experimental Editor!)

EditorXR now works in vanilla Unity 2017.2p1 and above. Devs rejoice! Now, with version 0.0.9, you can simply go get the latest version of Unity, download the EditorXR packageText Mesh Pro, and partner SDK (SteamVR or Oculus Utilities), and you’re set.

EditorXR现在可以在香草Unity 2017.2p1及更高版本中使用。 开发人员欢喜! 现在,有了0.0.9版,您只需获取最新版本的Unity,下载EditorXR包Text Mesh Pro和合作伙伴SDK( SteamVROculus Utilities ),即可进行设置。

With this shift, we hope to see a lot more people creating with, and more importantly on top, of EditorXR. We’ve barely scratched the surface of XR tools. While we’ve created a solid foundation for doing scene layout and exploration, object browsing, and some interaction tweaking, the sky’s the limit for bespoke pipeline tools, or assistive editing tools. We encourage you to create with #EditorXR and share your creations, whether it be on the Asset Store, Unity Connect, or social media (remember to @ Unity!). And as always, we’re actively developing EditorXR publicly on GitHub. Come share your feature ideas and report issues. Pull Requests are welcome.

有了这一转变,我们希望看到更多的人使用EditorXR进行创作,更重要的是,这是最重要的。 我们几乎没有刮过XR工具的表面。 尽管我们为进行场景布局和探索,对象浏览以及某些交互调整奠定了坚实的基础,但定制管道工具或辅助编辑工具的极限却是无与伦比的。 我们鼓励您使用#EditorXR创建并共享您的创建内容,无论是在Asset Store,Unity Connect还是社交媒体上(请记住@Unity!)。 和往常一样,我们正在GitHub上公开地积极开发EditorXR。 快来分享您的功能想法并报告问题。 欢迎提出请求

SceneFusion更新 (SceneFusion Update)

演示地址

SceneFusion is a Unity Editor extension that enables multi-user scene editing within Unity. Users can start a “session” in the Editor, and any other users who join this session and have the same assets in their project will download the host’s current scene and send and receive any edits done in the scene view. Not only is it an incredible technical achievement, it’s pretty magical to work on a scene together in Unity. We are constantly surprising ourselves with how much better it is to work collaboratively in an actual 3D scene, in XR. It’s also a whole lot of fun.

SceneFusion是Unity编辑器扩展,可在Unity中进行多用户场景编辑。 用户可以在编辑器中启动“会话”,加入该会话并在项目中拥有相同资产的任何其他用户都将下载主机的当前场景,并发送和接收在场景视图中完成的所有编辑。 这不仅是一项令人难以置信的技术成就,而且在Unity中一起工作在场景中非常神奇。 在XR中,在实际的3D场景中协同工作的效果要好得多,这使我们不断感到惊讶。 这也很有趣。

We show off SceneFusion and EditorXR every chance we can. Our last big demo was at SIGGRAPH’s Real Time Live presentation. We’ve also gotten a lot of value out of collaborating on EditorXR in SceneFusion, both in situations where we are far away from each other, as well as at adjacent desks. The old adage is true—two (XR) heads are better than one.

我们将尽一切可能炫耀SceneFusion和EditorXR。 我们的最后一个大型演示是在SIGGRAPH的Real Time Live演示中。 通过在SceneFusion中与EditorXR协作,在彼此相距甚远的情况下以及在相邻的办公桌上,我们也获得了很多价值。 老话是真的-两个(XR)头比一个头好。

控制器项目与未来 (Controllers Project & Future)

You can see the foundations for a new discoverability system in the latest release. Currently this is limited to dynamic tooltips attached to controller affordances (buttons, triggers, etc.), and basic visual changes like outlines and transparency control. Also, the affordances animate now, based on user input.

您可以在最新版本中看到新的可发现性系统的基础。 当前,这仅限于附加到控制器功能部件(按钮,触发器等)上的动态工具提示,以及基本的视觉变化(如轮廓和透明度控制)。 此外,现在根据用户输入来制作优惠。

While all of this may sound like a basic task, we have designed the system to support any conceivable controller (“Proxy”, in EXR terms) or control mapping you could throw at it. We also wanted it to be simple to interact with the system, so that user tools can take advantage of the feature and maintain a consistent look.

尽管所有这些听起来像是一项基本任务,但我们已经设计了该系统以支持可能想到的任何控制器(EXR术语为“代理”)或控件映射。 我们还希望与系统进行交互很简单,以便用户工具可以利用该功能并保持一致的外观。

To this end, tools provide the hand, an affordance ID, and the tooltip text, if there is any. The rest, as well as arbitrating conflicting feedback requests, is handled by EditorXR’s Proxy system. We’ll be pushing another release soon, and detailing our UX improvements there.

为此,工具会提供手形,可承受性ID和工具提示文本(如果有)。 剩下的,以及仲裁冲突的反馈请求,都由EditorXR的Proxy系统处理。 我们将很快推出另一个版本,并在那里详细说明我们的UX改进。

The Controllers Project marks the end of our Year of Usability. 2018 holds exciting new opportunities to try new concepts like editing in AR, diving into animation, post effects, or interacting with more advanced Unity features. Of course there is still a lot of low-hanging fruit sitting around to improve the scene layout experience, and we will be continuing to improve existing functionality. Why not try some ideas of your own and let us know how it goes? We’re eagerly awaiting your Pull Request. Happy editing!

控制器项目标志着我们可用性年的结束。 2018年提供了令人兴奋的新机会来尝试新概念,例如在AR中进行编辑,深入研究动画,后期效果或与更高级的Unity功能进行交互。 当然,仍然有很多问题悬而未决,以改善场景布局体验,并且我们将继续改进现有功能。 为什么不尝试自己的一些想法,让我们知道进展情况? 我们热切等待您的拉取请求。 编辑愉快!

翻译自: https://blogs.unity3d.com/2017/11/21/editorxr-and-scenefusion-update/

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