Friday, September 26, 2014

Unity: Playing a video on a TV screen at the start of a Rift application

Let’s say you wanted to have a TV screen that plays a short welcome video on start up in your scene, such as in this demo I'm working on:



Displaying video on a screen in a scene in Unity Pro is typically done using a Movie Texture. Movie Textures do not play automatically - you need to use a script to tell the video when to play. The Rift, however, presents some challenges that you wouldn’t face when working with a more traditional monitor that make knowing when to start the video a bit tricky.
  1. You can’t assume that the user has the headset on when the application starts. This means you can’t assume that the user can see anything that you are displaying. 
  2.  On start-up all Rift applications display a Health and Safety Warning (HSW). The HSW is big rectangle pinned to the user’s perspective that largely obscures the user’s view of everything else in the scene.
  3. You aren’t in control of the where the user looks (or rather, you shouldn’t be - moving the camera for the user can be a major motion sickness trigger), so you can’t be sure the user is even looking at the part of the scene where the video will be displayed.
In my demo, I addressed the first two issues by making sure the HSW had been dismissed before I started the video. If the user has dismissed the HSW, it will no longer be in the way of their view and it is a good bet that if they dismissed the HSW, they have the headset on and are ready to start the demo. The third issue I addressed by making sure the video is in the user’s field of view before it starts playing.

Making sure the Health and Safety Warning (HSW) has been dismissed

The HSW says “Press any key to dismiss.” My first thought was to use the key press as the trigger for starting the video. Unfortunately this doesn’t quite work. The HSW must be displayed for a minimum amount of time before it can actually be dismissed - 15 seconds the first time it is displayed for a given profile and 6 seconds for subsequent times. The result was that often the key was pressed and the welcome video would start but the HSW had no yet gone away. I also wanted the video to replay if the user reloaded the scene. When the scene is reloaded, the HSW is not displayed, the user does not need to press a key and therefore the video would not start.

Fortunately, Oculus Unity Integration package provides a way to know if the HSW is still being displayed or not.
OVRDevice.HMD.GetHSWDisplayState().Displayed
The above will return true if the HSW is still on screen.

Making sure the video is in the player’s field of view

How you get the user to look at the video will depend a lot on what kind of scene you are using. You can, for example, put a TV in every corner of the room so that no matter which direction the user is looking, a screen is in view. Or, if you have only a single TV screen, you can use audio cues to get the get the user’s attention. (I haven't decided yet how I will get the user's attention in my demo.)

No matter how you get the player to look at where the video is playing, you can check that the video is within the user’s field of view by checking the video’s render state before playing the video using:
renderer.isVisible
The above will return true if the object (in this case, the TV screen) is currently being rendered in the scene.

Thursday, September 25, 2014

Video: Asynchronous timewarp with the Oculus Rift

In this video Brad discusses an example of using asynchronous timewarp in order to maintain a smooth experience in the Rift even if your rendering engine can't maintain the full required framerate at all times.

 

Links from the video: