** VR Template 5.0**
First release: March 2016 (under the name “SteamVR Template”
Latest Version 5.0 (under the name " VR Template")
Latest release January 25, 2019
What can I do with that, that I cannot do with the “VR Template” in Unreal?
Well, rapidly: It’s single or multiplayer (LAN or Oculus Home); It uses Oculus Avatars (or not); It uses voice over IP; full of nice features fully using Oculus functions; compatible Go/Quest/Rift; minimum use of C++ (but still some, since some methods not possible only in blueprints); hey, we were the first to propose a template back in 2016!
FOR NOOBS: This is super simple. Even if you think Visual Studio is the name of a VFX/Hollywood startup somewhere around LA with people working in open spaces and flip-flops, it requires few manipulations to set up; I could add few instructions how-to on demand.
This template consists of virtual reality compatible pawn and settings, ready to drop in your single or multiplayer app. So what you can do is choose the features you want, and build yourself/modify a pawn based on the functionalities you need.
Download it at GitHub - ProteusVRpublic/ProteusTemplate: Single/Multiplayer VR Template for Touch/Vive Controllers and Avatars
Compatible with the following Unreal Engine versions:
Unreal Engine 4.20*, Oculus-branch, latest commit e8c8be1 (Nov 14, 2018), found at https://github.com/Oculus-VR/UnrealEngine/tree/4.20
Unreal Engine 4.21*, Oculus-branch, latest commit 5b6d633 (Dec 20, 2018), found at https://github.com/Oculus-VR/UnrealEngine
** minor changes to the engine possibly / mandatory required*
What’s new in version 5.0
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Entirely redesigned
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More stable
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Use latest Oculus implementations (splash screen, play area limits, smart use of camera fade, etc).
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Unreal 4.20 & 4.21
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Uses Oculus SDK 1.32 & Oculus Avatar SDK 1.31
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Single & Multiplayer Oculus Avatars
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Compatible Oculus Rift & Oculus Go, Oculus Quest-ready
Q&A
Why did you not use the launcher version of UE4?
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Because the launcher version is always behind the Oculus branch for using latest Oculus SDK implementations;
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Because it’s always better to use UE4 source-based, to be able to make some changes to the engine;
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Because the Oculus-branch version has some nice features, i.e. the Project Settings Menus
Where are the Windows MR / SteamVR functions?
They will be back, but we targeted Oculus Go / Rift / Quest for this release.
You don’t use the integrated Oculus Avatar plugin?
You are such a detective. No. Because the official one is only single player, and we brought all sort of improvement to it, including multiplayer. So we packaged the improved/modified one under “ProteusAvatar plugin”. We take the engagement to keep it updated following Unreal versions and Oculus SDKs.
I would like to log my users through Oculus Home, but I don’t want to use Browse Matchmaking!
Browse matchmaking is the only way to match players while using blueprints, as of Unreal 4.21. We’ll bring more ways soon through code (alternatively, there are C++ methods posted in the forums doing that).
**My project doesn’t work / crashes / doesn’t compile! Your template is **!
There can be a zillion reasons why your project doesn’t compile / crashes. Are you using the latest version of Visual Studio? Correct UE4 version? Windows 10, updated? Is it cold outside? etc. We just want to be sure it’s not our template that is crashing your game. Passed that, we’re of limited help since, as I said, there could be a zillion reasons why your game does not work.
As the world is not perfect, there’s still bugs!!! They are:
Oculus Rift: There is no voice vizualisation with the Avatars!
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No Voice vizualisation for Oculus Avatars; should be updated soon by Oculus (FUTURE FEATURE)
Oculus Rift, Go, Quest : You don’t use Stereo Layers?
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We are not using Stereo Layers, because they cannot be destroyed !!! (BUG)
Oculus Go / Quest
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Occlusion culling doesn’t work!!!
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Yes (BUG)
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Be gentle on the tick events, as you can easily crash the device
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Oculus Go cannot use Render Targets (i.e. the mirror)
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That’s life.
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Oculus Avatars
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FOR NOW, ONLY THE BLANK AVATAR IS LOADED
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Yes (FUTURE FEATURE)
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INPUTS NOT REGISTERED WITH THE GO REMOTE
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Yes (FUTURE FEATURE)
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USE OPENGL ES3.1 TO COMPILE MOBILE AVATAR MATERIALS
What’s coming next in the next version:
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Oculus Avatars (Rift + Go): Set Custom hand poses / use hand sockets
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Oculus Avatars (Rift): See Avatar head in mirror
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Oculus Avatars (Go/Quest): Load correct mesh
And after that…
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Oculus Avatars: Compatibility with SteamVR, Vive Controllers and Vive Knuckles
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General template: Blueprints for Mixed-Reality & Oculus 3D Sound
Questions?
Don’t hesitate to contact me [EMAIL=“mathieu.beaulieu-vr.com”]mathieu.beaulieu-vr.com .