一、VR基础知识
1、OpenXR简介
OpenXR是一个针对XR应用程序接口,简称API。 OpenXR的最终目标是将VR/AR应用和头显之间的通信方式标准化。在2017年,由Khronos Group发起,联合多家行业头部公司一起制定了一个开放标准Open XR。 该标准的目标是为开发人员提供一个简化的方式来创建跨平台VR和AR应用程序和游戏,这些应用程序和游戏可以在支持OpenXR的各种设备上运行。
注:最新OpenXR标准规范1.0版于2019年推出,尽管采用缓慢,但一直稳定增长。目前,Meta、Sony、Valve、Microsoft、HTC、NVIDIA 和 AMD 已相继支持该标准(Apple 暂不支持)。Meta还在2021年7月将OpenXR兼容性支持纳入了新发行Quest App的基本要求。 总而言之,OpenXR 是VR/AR领域的一个重要里程碑。这个API将允许游戏和其他应用程序在各种硬件平台上轻松运行,而无需专有的SDK。
2、串流与云VR



3、总结

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处理器 :即计算的核心,用来计算和生成图像,并根据陀螺仪数据计算你的姿态定位等
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显示器 :分别向左右眼睛显示图像。一般当我们说 2k 屏幕的VR眼镜时,是指一整块屏幕的长边的尺寸,比如 2k*1k 尺寸。但如果说:单眼2k,则是指屏幕短边的尺寸是2k,双眼则是 4K
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透镜 :通过折射光线,将显示器上的画面成像拉近到视网膜位置,使人的眼睛能轻松看清几乎贴在眼前的显示屏
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陀螺仪 :它是能检测到物体在空间中的姿态 / 朝向的传感器。在 VR 显示器里的景象,如果要随着人头部的运动而实时产生变化,则必须知道人头部的朝向。
二、Pico OpenXR开发框架
1、Pico+OpenXR开发环境搭建关键点
① 创建一个3D URP项目(效果适中,HDRP适合大团队),将开发环境切换至Android,Pico 一体机VR搭载是安卓系统。
②安装PICO Unity Integration SDK 、XR Interaction Toolkit及 PICO Unity OpenXR SDK。
首先按照官网配置完成PICO Developer
XR Interaction Toolkit:打开Packages Manage中搜索XR Interaction Toolkit并安装
PICO Unity Integration SDK:在官网中直接下载SDK进行安装,补全开发中针对PICO一体机的关键XR能力
Pico OpenXR SDK:在官网中直接下载SDK进行安装
如遇安装过程异常:如果直接安装Pico OpenXR Plugin SDK后并没有自动安装OpenXR SDK(Unity原生),则应卸载Pico OpenXR Plugin SDK,然后先安装OpenXR SDK(Unity原生)再安装Pico OpenXR Plugin SDK,否则项目依旧不支持PICO,没有进行相关链接。
注:目前Pico OpenXR SDK处于Preview版,暂时无法用于商业开发,使用该插件开发的应用将无法通过商店审核。只能用于个人开发者尝鲜学习使用。

④打开Packages Manage中安卓AndroidLogcat,方便后续直接接入PicoVR一体机进行调试,使用adb进行软件安装(具体的adb简单使用在我的博客VR——Oculus篇会提到),但效率太慢。这时候就有人问我,为什么不用PICO Unity Live Preview Plugin 串流调试,我的回答是这个SDK不太稳定,针对不同的PC系统/配置还存在Bug,换台电脑可能连通讯都通不上。
2、通用OpenXR能力——OpenXR代码实现射线检测逻辑-射线进入、射线点击、射线退出
①增添左右射线控制器
[Tooltip("玩家左射线控制")] public XRRayInteractor RayInteractor_Left;
[Tooltip("玩家右射线控制")] public XRRayInteractor RayInteractor_Right;
private InputDevice curLeftController, curRightController;
private GameObject curLeftGameObject, lastLeftGameObject;
private GameObject curRightGameObject, lastRightGameObject;
private RaycastHit rayInfoLeft, rayInfoRight;
private bool isEnterLeftPrimaryButton = false, isEnterRightPrimaryButton;
private Dictionary<string, bool> vrButtonStateDic;
②增添射线检测接口
using UnityEngine.XR.Interaction.Toolkit;
public interface IRayPointCheck
{
/// <summary>
/// 射线进入
/// </summary>
public void OnRayEnter(HoverEnterEventArgs arg0);
/// <summary>
/// 射线退出
/// </summary>
public void OnRayExit(HoverExitEventArgs arg0);
/// <summary>
/// 射线点击
/// </summary>
public void OnRayClick();
}
③根据左右手柄对于碰撞物体的检测状态进行判定射线进入、点击及退出逻辑
/// <summary>
/// 射线进入控制
/// </summary>
/// <param name="curObj"></param>
private void RayEnterControl(GameObject curObj)
{
//射线进入逻辑
}
/// <summary>
/// 射线点击控制
/// </summary>
/// <param name="curObj"></param>
private void RayStayClickControl(GameObject curObj)
{
//射线点击逻辑
}
/// <summary>
/// 射线退出控制
/// </summary>
/// <param name="lastObj"></param>
private void RayExitControl(GameObject lastObj)
{
//射线退出逻辑
}
private bool isRayStay = false;
private bool isRayLeftStay = false;
/// <summary>
/// 获取左手柄对3D的射线碰撞信息
/// </summary>
/// <returns></returns>
private void GettLeftRayInfo()
{
if(RayInteractor_Left.TryGetCurrent3DRaycastHit(out rayInfoLeft))
{
curLeftGameObject = rayInfoLeft.collider.gameObject;
}
else
{
curLeftGameObject = null;
}
//射线进入
if(curLeftGameObject != null && lastLeftGameObject == null)
{
isRayLeftStay = false;
RayEnterControl(curLeftGameObject);
lastLeftGameObject = curLeftGameObject;
}
//射线停留点击
if (curLeftGameObject != null && lastLeftGameObject != null && curLeftGameObject == lastLeftGameObject)
{
isRayLeftStay = true;
RayStayClickControl(curLeftGameObject);
lastLeftGameObject = curLeftGameObject;
}
else //射线退出
{
isRayLeftStay = false;
curLeftGameObject = null;
if(lastLeftGameObject != null)
{
RayExitControl(lastLeftGameObject);
}
lastLeftGameObject = null;
}
}
/// <summary>
/// 获取右手柄对3D的射线碰撞信息
/// </summary>
/// <returns></returns>
private void GetRightRayInfo()
{
if (RayInteractor_Right.TryGetCurrent3DRaycastHit(out rayInfoRight))
{
curRightGameObject = rayInfoRight.collider.gameObject;
}
else
{
curRightGameObject = null;
}
//射线进入
if (curRightGameObject != null && lastRightGameObject == null)
{
isRayStay = false;
RayEnterControl(curRightGameObject);
lastRightGameObject = curRightGameObject;
}
//射线点击
if (curRightGameObject != null && lastRightGameObject != null && curRightGameObject == lastRightGameObject)
{
isRayStay = true;
RayStayClickControl(curRightGameObject);
lastRightGameObject = curRightGameObject;
}
else //射线退出
{
isRayStay = false;
curRightGameObject = null;
if (lastRightGameObject != null)
{
RayExitControl(lastRightGameObject);
}
lastRightGameObject = null;
}
}
3、通用OpenXR能力——OpenXR代码实现射线检测逻辑-手柄自定义按键
Pico手柄按键映射示意:手柄&头戴输入映射 | PICO 开发者平台
①初始化手柄左右控制器
/// <summary>
/// 重新初始化
/// </summary>
private void InitControler()
{
if (!curLeftController.isValid)
{
curLeftController = InputDevices.GetDeviceAtXRNode(XRNode.LeftHand);
}
if (!curRightController.isValid)
{
curRightController = InputDevices.GetDeviceAtXRNode(XRNode.RightHand);
}
}
②针对手柄通用4个按键注册按键进入、按下及退出事件
private void ChangeLeftPrimaryButtonState()
{
if (isRayLeftStay)
{
isEnterLeftPrimaryButton = true;
}
}
private void ChangeRightPrimaryButtonState()
{
if (isRayStay)
{
isEnterRightPrimaryButton = true;
}
}
/// <summary>
///按键检测函数
/// </summary>
/// <param name="device"></param>
/// <param name="usage"></param>
/// <param name="buttonEnter"></param>
/// <param name="buttonDown"></param>
/// <param name="buttonUp"></param>
private void ButtonDispatch(InputDevice device,InputFeatureUsage<bool> usage,Action buttonEnter,Action buttonDown,Action buttonUp)
{
//必须这个名称,里面包含device信息
string featureKey = device.characteristics + usage.name;
//string featureKey = usage.name;
if (!vrButtonStateDic.ContainsKey(featureKey))
{
vrButtonStateDic.Add(featureKey, false);
}
bool isDown;
if(device.TryGetFeatureValue(usage,out isDown) && isDown)
{
//Enter按键按下只执行一次
if (!vrButtonStateDic[featureKey])
{
Debug.Log(featureKey + "---Button Enter");
vrButtonStateDic[featureKey] = true;
buttonEnter?.Invoke();
}
//Down在按键按下会执行多次,主要还是帧时间不适配
Debug.Log(featureKey + "--Button Down");
buttonDown?.Invoke();
}
else
{
//Enter按键按下只执行一次
if (vrButtonStateDic[featureKey])
{
Debug.Log(featureKey + "--Button Up");
buttonUp?.Invoke();
vrButtonStateDic[featureKey] = false;
}
}
}
/// <summary>
/// 获取手柄输入信息
/// </summary>
private void GetControllerStatus()
{
if (curLeftController.isValid)
{
ButtonDispatch(curLeftController, CommonUsages.primaryButton, onLeftPrimaryEnter, onLeftPrimaryDown, onLeftPrimaryUp);
ButtonDispatch(curLeftController, CommonUsages.secondaryButton, onLeftSecondaryEnter, onLeftSecondaryDown, onLeftSecondaryUp);
ButtonDispatch(curLeftController, CommonUsages.triggerButton, onLeftTriggerEnter, onLeftTriggerDown, onLeftTriggerUp);
ButtonDispatch(curLeftController, CommonUsages.gripButton, onLeftGripEnter, onLeftGripDown, onLeftGripUp);
}
else
{
InitControler();
}
if (curRightController.isValid)
{
ButtonDispatch(curRightController, CommonUsages.primaryButton, onRightPrimaryEnter, onRightPrimaryDown, onRightPrimaryUp);
ButtonDispatch(curRightController, CommonUsages.secondaryButton, onRightSecondaryEnter, onRightSecondaryDown, onRightSecondaryUp);
ButtonDispatch(curRightController, CommonUsages.triggerButton, onRightTriggerEnter, onRightTriggerDown, onRightTriggerUp);
ButtonDispatch(curRightController, CommonUsages.gripButton, onRightGripEnter, onRightGripDown, onRightGripUp);
}
else
{
InitControler();
}
}
③测试代码,可参考以下
if (primaryButton_A)
{
Text.text = "ALeft";
SetHapticImpulse_Left();
}
else if (secondaryButton_B)
{
Text.text = "BLeft";
}
else if (triggerButton_Left)
{
Text.text = "triggerLeft";
}
else if (gripButton_Left)
{
Text.text = "gripButtonLeft";
}
if (primaryButton_X)
{
Text.text = "ARight";
SetHapticImpulse_Right();
}
else if (secondaryButton_Y)
{
Text.text = "BRight";
}
else if (triggerButton_Right)
{
Text.text = "triggerRight";
}
else if (gripButton_Right)
{
Text.text = "gripButtonRight";
}
4、通用OpenXR能力——OpenXR代码实现射线检测逻辑-震动反馈
①注册左右手柄的震动事件,我这边是用我写的事件框架里添加,读者可以使用Action自定义添加手柄震动事件,注意好震动Api的三个形参就行
//震动事件
EventManager.AddEventListener<float, int, int>("TurnOnHaptics", SetHapticImpulse_Left);
EventManager.AddEventListener<float, int, int>("TurnOnHaptics", SetHapticImpulse_Right);
②调用XR封装好的震动API
/// <summary>
/// 左手柄触发震动
/// 默认amplitude:0.5f,duration : 500,frequency : 100
/// </summary>
private void SetHapticImpulse_Left(float amplitude, int duration, int frequency = 150)
{
PXR_Input.SendHapticImpulse(PXR_Input.VibrateType.LeftController, amplitude, duration, frequency);
}
/// <summary>
/// 右手柄触发震动
/// </summary>
private void SetHapticImpulse_Right(float amplitude, int duration, int frequency = 150)
{
PXR_Input.SendHapticImpulse(PXR_Input.VibrateType.RightController, amplitude, duration, frequency);
}
5、Pico开发交互注意点
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需在XR幕布下才能正常触发UI点击事件
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在对应控件需添加TrackedDeviceGraphicRaycaster脚本,便可通过射线触发
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需在对应物体下添加XRSimpleInteractable脚本,用代码控制便可通过射线触发,Hover-射线碰撞,Select Entered-射线点击
-