Holograms 101
该教程将带领你走完 Hologram 创建 的全过程。整个开发分成如下几个部分: 聚焦输入 gaze, 手势输入gesture , 声音输入voice input, 映射声音spatial sound and 映射地图spatial mapping.
整个教程大概耗时1个小时.
开始前的要求:
工程文件
- 下载该工程所需要的 开发文件
- 解压下载的 开发文件,将该文件夹命名为 Origami
Chapter 1 - "Holo" world
在这一章节,我们将要配置 我们的 第一个 Unity 工程,并走过 整个Build (编译)和 deploy(部署)过程
目标
- 设置Unity环境,以适应Hologram开发
- 创建一个Hologram
- 看到创建出来的Hologram工程效果
步骤
- 打开Unity
- 点击 Open.
- 找到之前解压并重命名为 Origami 文件夹
- 选择 Origami 并点击 Select Folder.
- 因为新工程 Origami project 并没有包含任何 scene, 所以需要保存当前的默认 scene (default scene)为一个新的scene: File / Save Scene As.
- 将新的scene命名为 Origami 并点击 Save 按钮.
配置主虚拟镜头(main virtual camera)
- 在 Hierarchy Panel 中, 选中 Main Camera.
- 在右侧的 Inspector 选项栏中,将 position 配置为 0,0,0.
- 在当前的 Clear Flags 属性中,将下拉框中的设置从Skybox 改为 Solid color
- 将 Background 属性点开
- 将 R, G, B, 和 A 设置为0
设置场景scene
- 在 Hierarchy Panel 中, 点击 Create 并 Create Empty
- 新创建的文件夹名字是 GameObject,重命名该文件夹为 OrigamiCollection
- 从 Project Panel 的 Holograms 文件夹中:
- 拖拽 Stage 到 Hierarchy Panel 中,作为 OrigamiCollection 的子项
- 拖拽 Sphere1 到 Hierarchy Panel 中,作为 OrigamiCollection 的子项
- 拖拽 Sphere2 到 Hierarchy Panel 中,作为 OrigamiCollection 的子项
- 删除 Hierarchy Panel 中的 Directional Light 项
- 从 Holograms 文件夹中,拖拽 Lights 项到 Hierarchy Panel 的根目录
- 选中 Hierarchy Panel 的 OrigamiCollection 目录
- 在右侧的 Inspector 栏,设置 tranform的position值为0, -0.5, 2.0.
- 点击 项目 正上方的 “播放” 按钮,可以预览效果
- 再次点击 “播放”按钮,关闭预览
从Unity导出工程到Visual Studio
- 选择 File > Build Settings.
- 选择 Windows Store
- SDK 选择 Universal 10 并选择 Build Type 为 D3D.
- 选中 Unity C# Projects.
- 点击 Add Open Scenes 按钮,添加当前的视图到Scenes In Build 栏中
- 点击 Build.
- 接下来会弹出一个windows窗口,在该窗口创建文件夹 App
- 单击 App 文件夹
- 然后点击 选择文件夹. 就会开始编译
- 当编译结束,就会自动弹出编译好的文件目录
- 打开 App 文件夹
- 双击 Origami.sln.
- 在VS顶部工具栏中,修改Debug 为 Release ,并修改 ARM 为 X86 架构
- 点击设备旁的 三角形按钮,选择远程计算机( Remote Device)
- 将地址(Address) 设置为Hololens的 IP 或者 Hololens的名称
- 设置身份验证模式(Authentication Mode)为 通用(Universal)
- 点击选择( Select)
- 如果是 使用Hololens模拟器,则直接选择HoloLens Emulator 即可。
- 紧接着开始调试
- Origami 项目将会被部署在你的Hololens上(或者Hololens 模拟器上),并运行
- 带上你的Hololens开始体验吧!(译者表示完全体验不了,因为没设备啊(┬_┬),只能仿真玩玩)
Chapter 2 - Gaze
在本节中,将会描述Hololens三种交互方式之一的 -- 凝视输入(gaze).
目标
- 让我们的凝视输入可视化(视线所指会出现一个圆圈).
介绍
- 返回 Unity 工程
- 选择 Holograms 文件夹
- 将 Cursor 组建拖入 Hierarchy panel 的根目录中
- 右击 Scripts 文件夹,进入Create 目录,并选择C# Script.
- 将新创建的脚本命名为 WorldCursor
- 选中 Cursor 组件
- 拖拽 WorldCursor 脚本到Inspector panel 中的 Cursor 组件上
- 这时候,再双击 WorldCursor 脚本文件,会自动打开 Visual Studio
- 复制下面的代码到 WorldCursor.cs 文件中,保存
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 | using UnityEngine; public class WorldCursor : MonoBehaviour { private MeshRenderer meshRenderer; // Use this for initialization 初始化时候调用 void Start() { // Grab the mesh renderer that's on the same object as this script. // 获取 meshRenderer meshRenderer = this .gameObject.GetComponentInChildren<MeshRenderer>(); } // Update is called once per frame 每一帧都会自动更新 void Update() { // Do a raycast into the world based on the user's // head position and orientation. var headPosition = Camera.main.transform.position; var gazeDirection = Camera.main.transform.forward; RaycastHit hitInfo; if (Physics.Raycast(headPosition, gazeDirection, out hitInfo)) { // If the raycast hit a hologram... // Display the cursor mesh. meshRenderer.enabled = true ; // Move the cursor to the point where the raycast hit. this .transform.position = hitInfo.point; // Rotate the cursor to hug the surface of the hologram. this .transform.rotation = Quaternion.FromToRotation(Vector3.up, hitInfo.normal); } else { // If the raycast did not hit a hologram, hide the cursor mesh. meshRenderer.enabled = false ; } } } |
- 进入目录 File > Build Settings 重新生成工程
- 返回Visual Studio 解决方案中
- 这时会提示 是否需要重新加载 ,选择是。
- 然后继续点击调试
- 现在可以看到视线聚焦之处,有一个红色圆环。
Chapter 3 - Gestures
在这一章节中,我们将学习使用 手势输入gestures。通过使能 Unity 的物理引擎,打开重力模拟, 当用户选择了一个纸球,就会让该纸球下落。
目标
- 使用选择手势控制Hologram
步骤
接下来创建一个脚本,使得程序能够检测到 选择手势
- 在 Scripts 目录中,创建一个名为 GazeGestureManager 的脚本
- 将 GazeGestureManager 脚本拖入 OrigamiCollection 目录中
- 打开 GazeGestureManager 脚本,并复制如下code:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 | using UnityEngine; using UnityEngine.VR.WSA.Input; public class GazeGestureManager : MonoBehaviour { public static GazeGestureManager Instance { get ; private set ; } // Represents the hologram that is currently being gazed at. public GameObject FocusedObject { get ; private set ; } GestureRecognizer recognizer; // Use this for initialization void Start() { Instance = this ; // Set up a GestureRecognizer to detect Select gestures. recognizer = new GestureRecognizer(); recognizer.TappedEvent += (source, tapCount, ray) => { // Send an OnSelect message to the focused object and its ancestors. if (FocusedObject != null ) { FocusedObject.SendMessageUpwards( "OnSelect" ); } }; recognizer.StartCapturingGestures(); } // Update is called once per frame void Update() { // Figure out which hologram is focused this frame. GameObject oldFocusObject = FocusedObject; // Do a raycast into the world based on the user's // head position and orientation. var headPosition = Camera.main.transform.position; var gazeDirection = Camera.main.transform.forward; RaycastHit hitInfo; if (Physics.Raycast(headPosition, gazeDirection, out hitInfo)) { // If the raycast hit a hologram, use that as the focused object. FocusedObject = hitInfo.collider.gameObject; } else { // If the raycast did not hit a hologram, clear the focused object. FocusedObject = null ; } // If the focused object changed this frame, // start detecting fresh gestures again. if (FocusedObject != oldFocusObject) { recognizer.CancelGestures(); recognizer.StartCapturingGestures(); } } } |
- 创建另外一个脚本 SphereCommands.
- 占看 OrigamiCollection 目录
- 拖拽 SphereCommands 脚本到 Sphere1 模型上
- 拖拽 SphereCommands 脚本到 Sphere2 模型上
- 打开 visual studio 编辑,复制如下代码到 SphereCommands 脚本中:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | using UnityEngine; public class SphereCommands : MonoBehaviour { // Called by GazeGestureManager when the user performs a Select gesture void OnSelect() { // If the sphere has no Rigidbody component, add one to enable physics. if (! this .GetComponent<Rigidbody>()) { var rigidbody = this .gameObject.AddComponent<Rigidbody>(); rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous; } } } |
- 重新生成Hologram
- 注视纸球
- 采用选择手势,查看纸球下落过程
Chapter 4 - Voice
这一章节,我们将要添加两个语音输入命令( voice commands ):
"Reset world": 将掉落的小球,初始化到原始位置
"Drop sphere":令小球掉落
目标
- 添加常驻后台的声音识别命令.
- 创建一个能对声音产生反应的应用
步骤
- 在 Scripts 目录中,创建一个名为 SpeechManager 的脚本
- 拖拽 SpeechManager 脚本到 OrigamiCollection 目录中
- 双击打开 SpeechManager 脚本
- 复制如下代码到脚本 SpeechManager.cs 中:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 | using System.Collections.Generic; using System.Linq; using UnityEngine; using UnityEngine.Windows.Speech; public class SpeechManager : MonoBehaviour { KeywordRecognizer keywordRecognizer = null ; Dictionary< string , System.Action> keywords = new Dictionary< string , System.Action>(); // Use this for initialization void Start() { keywords.Add( "Reset world" , () => { // Call the OnReset method on every descendant object. this .BroadcastMessage( "OnReset" ); }); keywords.Add( "Drop Sphere" , () => { var focusObject = GazeGestureManager.Instance.FocusedObject; if (focusObject != null ) { // Call the OnDrop method on just the focused object. focusObject.SendMessage( "OnDrop" ); } }); // Tell the KeywordRecognizer about our keywords. keywordRecognizer = new KeywordRecognizer(keywords.Keys.ToArray()); // Register a callback for the KeywordRecognizer and start recognizing! keywordRecognizer.OnPhraseRecognized += KeywordRecognizer_OnPhraseRecognized; keywordRecognizer.Start(); } private void KeywordRecognizer_OnPhraseRecognized(PhraseRecognizedEventArgs args) { System.Action keywordAction; if (keywords.TryGetValue(args.text, out keywordAction)) { keywordAction.Invoke(); } } } |
- 打开 SphereCommands脚本
- 更新其代码如下:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 | using UnityEngine; public class SphereCommands : MonoBehaviour { Vector3 originalPosition; // Use this for initialization void Start() { // Grab the original local position of the sphere when the app starts. originalPosition = this .transform.localPosition; } // Called by GazeGestureManager when the user performs a Select gesture void OnSelect() { // If the sphere has no Rigidbody component, add one to enable physics. if (! this .GetComponent<Rigidbody>()) { var rigidbody = this .gameObject.AddComponent<Rigidbody>(); rigidbody.collisionDetectionMode = CollisionDetectionMode.Continuous; } } // Called by SpeechManager when the user says the "Reset world" command void OnReset() { // If the sphere has a Rigidbody component, remove it to disable physics. var rigidbody = this .GetComponent<Rigidbody>(); if (rigidbody != null ) { DestroyImmediate(rigidbody); } // Put the sphere back into its original local position. this .transform.localPosition = originalPosition; } // Called by SpeechManager when the user says the "Drop sphere" command void OnDrop() { // Just do the same logic as a Select gesture. OnSelect(); } } |
- 重新build整个工程
- 注视某一个球体,说出命令 "Drop Sphere".
- 说出命令"Reset World",让球体返回原来位置。
- (译者表示Emulator中也是可以使用声音来控制的,Follow me, say " Drop sphere~")
Chapter 5 - Spatial sound
在这一章节中,我们将要添加一段音乐到应用app中,然后在特定动作下,触发音乐。我们将要使用 声音映射spatial sound 来 将插入的音乐定位到指定的位置上。
目标
- 在我们的世界中,听到Hologram
步骤
- 进入选项 Edit > Project Settings > Audio
- 在右边的 Inspector Panel 中,, 找到 Spatializer Plugin 并选择 MS HRTF Spatializer.
- 将 Holograms 文件夹中的 Ambience 模型,拖拽到 OrigamiCollection 目录中
- 选中 OrigamiCollection 目录,并在右边Inspector panel找到 Audio Source ,修改如下属性:
- 选中 Spatialize
- 选中 Play On Awake.
- 修改 Spatial Blend 为 3D
- 选中 Loop
- 展开 3D Sound Settings,并在Doppler Level 中输入 0.1
- 设置 Volume Rolloff 为 Custom Rolloff.
- 在 Scripts 目录中,创建一个 SphereSounds 脚本
- 将脚本 SphereSounds 拖拽到 Sphere1 和 Sphere2 模型上
- 打开 SphereSounds 脚本,并更新如下代码:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 | using UnityEngine; public class SphereSounds : MonoBehaviour { AudioSource audioSource = null ; AudioClip impactClip = null ; AudioClip rollingClip = null ; bool rolling = false ; void Start() { // Add an AudioSource component and set up some defaults audioSource = gameObject.AddComponent<AudioSource>(); audioSource.playOnAwake = false ; audioSource.spatialize = true ; audioSource.spatialBlend = 1.0f; audioSource.dopplerLevel = 0.0f; audioSource.rolloffMode = AudioRolloffMode.Custom; // Load the Sphere sounds from the Resources folder impactClip = Resources.Load<AudioClip>( "Impact" ); rollingClip = Resources.Load<AudioClip>( "Rolling" ); } // Occurs when this object starts colliding with another object void OnCollisionEnter(Collision collision) { // Play an impact sound if the sphere impacts strongly enough. if (collision.relativeVelocity.magnitude >= 0.1f) { audioSource.clip = impactClip; audioSource.Play(); } } // Occurs each frame that this object continues to collide with another object void OnCollisionStay(Collision collision) { Rigidbody rigid = this .gameObject.GetComponent<Rigidbody>(); // Play a rolling sound if the sphere is rolling fast enough. if (!rolling && rigid.velocity.magnitude >= 0.01f) { rolling = true ; audioSource.clip = rollingClip; audioSource.Play(); } // Stop the rolling sound if rolling slows down. else if (rolling && rigid.velocity.magnitude < 0.01f) { rolling = false ; audioSource.Stop(); } } // Occurs when this object stops colliding with another object void OnCollisionExit(Collision collision) { // Stop the rolling sound if the object falls off and stops colliding. if (rolling) { rolling = false ; audioSource.Stop(); } } } |
- 保存代码,重新build工程
- 这时候两个小球,相当于一个声源,当移动视角,带上耳机体验的话,是能够感觉到双通道声音的赶脚的!(棒)
Chapter 6 - Spatial mapping
现在我们要使用 spatial mapping ,将 我们的应用放置到物理世界中的实物上。
目标
- 将真实世界代入到虚拟世界中
- 随意放置我们的Hologram
步骤
- 在Unity 中,选中Holograms 目录
- 拖拽 Spatial Mapping 到 Hierarchy 的根目录下
- 选中 Spatial Mapping
- 在右边的 Inspector panel 中,修改如下属性:
- 选中 Draw Visual Meshes 选项
- 将Draw Material 选项选为 "wireframe"
- 重新编译build工程
- 当应用运行,可以看到 (网格模型)wireframe mesh 将在物理世界中显示
- 观察小球是怎么在当前场景下落的
下面将指导你如何将 OrigamiCollection 移动到一个新的位置:
- 在 Scripts 文件夹中,创建一个脚本名叫TapToPlaceParent.
- 在 Hierarchy 中,展开 OrigamiCollection 目录,并选中Stage 模型
- 将脚本 TapToPlaceParent 拖拽到 Stage 模型上
- 更新代码如下:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 | using UnityEngine; public class TapToPlaceParent : MonoBehaviour { bool placing = false ; // Called by GazeGestureManager when the user performs a Select gesture void OnSelect() { // On each Select gesture, toggle whether the user is in placing mode. placing = !placing; // If the user is in placing mode, display the spatial mapping mesh. if (placing) { SpatialMapping.Instance.DrawVisualMeshes = true ; } // If the user is not in placing mode, hide the spatial mapping mesh. else { SpatialMapping.Instance.DrawVisualMeshes = false ; } } // Update is called once per frame void Update() { // If the user is in placing mode, // update the placement to match the user's gaze. if (placing) { // Do a raycast into the world that will only hit the Spatial Mapping mesh. var headPosition = Camera.main.transform.position; var gazeDirection = Camera.main.transform.forward; RaycastHit hitInfo; if (Physics.Raycast(headPosition, gazeDirection, out hitInfo, 30.0f, SpatialMapping.PhysicsRaycastMask)) { // Move this object's parent object to // where the raycast hit the Spatial Mapping mesh. this .transform.parent.position = hitInfo.point; // Rotate this object's parent object to face the user. Quaternion toQuat = Camera.main.transform.localRotation; toQuat.x = 0; toQuat.z = 0; this .transform.parent.rotation = toQuat; } } } } |
- 重新编译build工程
- 现在我们应该可以通过凝视(gazing)将我们的目标重新定位。使用选择手势(Select gesture)就可以移动位置
Chapter 7 - Holographic fun
Objectives
- Reveal the entrance to a holographic underworld.
Instructions
Now we'll show you how to uncover the holographic underworld:
- From the Holograms folder in the Project Panel:
- Drag Underworld into the Hierarchy to be a child of OrigamiCollection.
- In the Scripts folder, create a script named HitTarget.
- In the Hierarchy, expand the OrigamiCollection.
- Expand the Stage object and select the Target object (blue fan).
- Drag the HitTarget script onto the Target object.
- Open the HitTarget script in Visual Studio, and update it to be the following:
using UnityEngine;public class HitTarget : MonoBehaviour{// These public fields become settable properties in the Unity editor.public GameObject underworld;public GameObject objectToHide;// Occurs when this object starts colliding with another objectvoid OnCollisionEnter(Collision collision){// Hide the stage and show the underworld. objectToHide.SetActive(false); underworld.SetActive(true);// Disable Spatial Mapping to let the spheres enter the underworld.SpatialMapping.Instance.SetMappingEnabled(false);}}
- In Unity, select the Target object.
- Two public properties are now visible on the Hit Target component and need to reference objects in our scene:
- Drag Underworld from the Hierarchy panel to the Underworld property on the Hit Target component.
- Drag Stage from the Hierarchy panel to the Object to Hide property on the Hit Target component.
- Export, build and deploy the app.
- Place the Origami Collection on the floor, and then use the Select gesture to make a sphere drop.
- When the sphere hits the target (blue fan), an explosion will occur. The collection will be hidden and a hole to the underworld will appear.
The end
And that's the end of this tutorial!
You learned:
- How to create a holographic app in Unity.
- How to make use of gaze, gesture, voice, sounds, and spatial mapping.
- How to build and deploy an app using Visual Studio.
You are now ready to start creating your own holographic apps!