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[Asset WIP] Dimensional Gate / Portal for Unity3d (Pro Standard)

Discussion in 'Works In Progress - Archive' started by Gobla, Jul 20, 2013.

?

If this asset becomes available, for what price would you consider buying this?

Poll closed Apr 19, 2015.
  1. Only if it is free.

    28 vote(s)
    37.8%
  2. 1 - 10 dollar / euro

    12 vote(s)
    16.2%
  3. 10 - 20 dollar / euro

    15 vote(s)
    20.3%
  4. 20 - 30 dollar / euro

    15 vote(s)
    20.3%
  5. 30+ dollar / euro

    4 vote(s)
    5.4%
  1. Gobla

    Gobla

    Joined:
    May 28, 2012
    Posts:
    354
    It does work, however due to a change in the OVR package it now requires one additional step. I will fix this in the new version.

    Fix:
    In DimensionsAndPortalsController.cs change
    Code (csharp):
    1. void Awake () {
    to
    Code (csharp):
    1. void Start() {
    This is due to the OVR camera holders now being created in runtime instead of being already there.
     
  2. hopeful

    hopeful

    Joined:
    Nov 20, 2013
    Posts:
    5,676
  3. ThaFresh

    ThaFresh

    Joined:
    Sep 7, 2014
    Posts:
    2
    works on .42 thanks!
     
  4. hensoup

    hensoup

    Joined:
    Jan 13, 2014
    Posts:
    35
    when I want to use the new Unity 5 FPS controller or UFPS it will not work with seeing portals. I want statis "Prey" style portal. where it's static but it's not working with those systems I did settings on physics and tags like it should be. the demos work. but just not when I try to set it manually.
     
  5. Gobla

    Gobla

    Joined:
    May 28, 2012
    Posts:
    354
    I am handling your question here: http://forum.unity3d.com/threads/released-dimensions-and-portals.226832/#post-2065291
     
  6. nunesbarbosa

    nunesbarbosa

    Joined:
    Jul 17, 2012
    Posts:
    103
    Hi! I'm having trouble using Forward rendering. The demos are all on Legacy Deferred (light Prepass). Is the shader unable to use Forward or am I doing something wrong?

    I'm using multiple dimensions and I have "forced" the D&P on Pro version on Unity 5.2 Personal.

    deferred.png
    Deferred (Perfect)

    forward.png
    Forward (It is weird and upside down)
     
  7. Gobla

    Gobla

    Joined:
    May 28, 2012
    Posts:
    354
    Are there any fullscreen fx you use? Certain fullscreen fx in forward rendering cause the screen to flip upside down.
    On Unity 5.1.2 and 5.1.3 there are no issues. I will try 5.2 later on.
     
  8. AuroraUnit

    AuroraUnit

    Joined:
    Aug 7, 2013
    Posts:
    7
    Okay so if I wanted to have a setup where there would be two portals that are already placed before the level starts, how would I go about doing that? I've tried the documentation and it hasn't helped. I saw in the portal demo that when the player creates a portal, the instantiated portal has a "portal camera" object whereas the prefab does not. In fact, even when I just try to put the portal prefabs into that scene and fill in the variable fields correctly, they still don't work. Am I doing something wrong? What can I do?
     
  9. Gobla

    Gobla

    Joined:
    May 28, 2012
    Posts:
    354
    Responding from my regular job pc so I do not have all the details, but it goes pretty much as follows:

    - Have both portals in a scene.
    - Create a small script like this:
    - Add the script to a gameobject and the appropriate objects to the vars (e.g. portal 1, 2 and playerCamera
    - Run the scene.

    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class InitPortas: MonoBehaviour {
    5.  
    6.     public PortalController portal1;
    7.     public PortalController portal2
    8.    
    9.     public Transform playerCamera;
    10.  
    11.     public void Start() {
    12.         portal1.playerCamera = playerCamera;
    13.         portal2.playerCamera = playerCamera;
    14.         portal1.Init();
    15.         portal2.Init();
    16.     }
    17.  
    18. }
     
  10. AuroraUnit

    AuroraUnit

    Joined:
    Aug 7, 2013
    Posts:
    7
    I've done a screen capture to show you the problems I'm having. Hopefully this helps. Make sure you turn on annotations on YouTube.

     
  11. Gobla

    Gobla

    Joined:
    May 28, 2012
    Posts:
    354
    Sorry for the delay. I will look into this upcoming weekend. It has been extremely busy at work and my personal life so I haven't been able to get to this.
     
  12. silentslack

    silentslack

    Joined:
    Apr 5, 2013
    Posts:
    391
    Hi,

    Does this work with Unity 5 and Oculus Rift!? Very eager to purchase!?

    Thanks
     
  13. Gobla

    Gobla

    Joined:
    May 28, 2012
    Posts:
    354
    This used to work in OVR (see http://forum.unity3d.com/threads/released-dimensions-and-portals.226832/page-2#post-2149189) and still does for 0.4.x.

    I have had contact with Oculus about the DK-2 and CV-1 versions. They recommended that I would wait until CV-1 comes out before ordering it since DK-2 support will drop after ~1 year and CV-1 has certain features that the DK-2 does not have. So I will postpone all VR development until I can get the CV-1. I've saved ALL the income from asset development over the past 3 months and this should just suffice for buying the CV-1. From there I will continue developing for OVR (trough Unity's native VR support).
     
  14. silentslack

    silentslack

    Joined:
    Apr 5, 2013
    Posts:
    391
    @Gobla hey, just checking whether you got my PM?
     
  15. Gobla

    Gobla

    Joined:
    May 28, 2012
    Posts:
    354
    Yes, looking into it.
     
  16. Gobla

    Gobla

    Joined:
    May 28, 2012
    Posts:
    354
    Thanks to @silentslack I now can continue developing VR support for the DAP package.
    He lend me a OVR DK2 to bridge the time till the CV1 becomes available.

    The machines are running again!
     
  17. mikleas

    mikleas

    Joined:
    Dec 31, 2014
    Posts:
    10
    Is it working in VR? Or there is some kind of feature working? thx!
     
  18. Gobla

    Gobla

    Joined:
    May 28, 2012
    Posts:
    354
    At the moment VR is not supported. This is due to the VR package's deep integration in Unity. For instance DAP relies on camera render orders and the render paths. However the VR integration does that as well. The VR integration has a higher priority over DAP and thus does not render correctly. There are some results in the forward pass with rendertextures but those results are unsatisfactory for now.

    I keep on looking into this if this changes and will report it here. For now it looks bad for these kind of integrations.
     
    mikleas likes this.
  19. mikleas

    mikleas

    Joined:
    Dec 31, 2014
    Posts:
    10
    Thanks for your quick answer :)
     
  20. ludzeller

    ludzeller

    Joined:
    Nov 11, 2016
    Posts:
    8
    Hi all,

    Just bought the plugin but it doesnt seem to be compatible with OpenVR for Vive. Any ideas or plans for this?