-
Notifications
You must be signed in to change notification settings - Fork 0
Setting Up Your Project for the Oculus Rift
Before you can make use of the Oculus Rift in Torque 3D you will need to download the SDK from their web site and extract it to a convenient directory. To date, version 0.1.5 of the OculusVR SDK has been tested with Torque 3D.
With the OculusVR SDK in place, you will need to modify your project's buildFiles/config/project.conf
file in a text editor. The first step is to let Torque 3D's Project Generator know where the OculusVR SDK is located. The easiest way to do this is to add the $OCULUSVR_SDK_PATH
global variable to the top of your project.conf
file. For example:
$OCULUSVR_SDK_PATH = "C:\Users\dwyand_2\Downloads\OculusRift\ovr_sdk_0.1.5_src\OculusSDK";
You may also create a Windows environmental variable named TORQUE_OCULUSVR_PATH
that also provides an absolute path to the OculusVR SDK. Going this route doesn't store the path within the project.conf
file, which may be required if multiple developers are working on the same project.
The second addition to your project.conf
file is a reference to the Torque 3D's Project Generator module for the Oculus Rift. Add the following between the Torque3D::beginConfig()
and Torque3D::endConfig()
lines:
// Include Oculus Rift module
includeModule( 'oculusVR' );
The last step is optional but if you want to use Torque 3D's standard Player and Camera classes with the Rift then you should probably make this change. In order to pass the Rift's head tracking information between the client and server (which exist internally even if running a single player game) you need to enable the ExtendedMove class. This is done by setting the $TORQUE_EXTENDED_MOVE
global variable to true:
// Set this to true to enable the ExtendedMove class. This
// allows the passing of absolute position and rotation input
// device information from the client to the server.
$TORQUE_EXTENDED_MOVE = true;
With these changes in place you may run your project's generateProjects.bat
file to rebuild the various Visual Studio files, and then recompile your game.
Here is a complete example of a project.conf
file with all of the required changes:
<?php
// Set this true to enable hifi networking instead of standard.
// In general ... hifi is designed to better deal with fast
// moving players in close proximity to each other, such as
// a racing game.
$TORQUE_HIFI_NET = false;
// Set this to true to enable the ExtendedMove class. This
// allows the passing of absolute position and rotation input
// device information from the client to the server.
$TORQUE_EXTENDED_MOVE = true;
// Our path to the Oculus VR SDK:
$OCULUSVR_SDK_PATH = "C:\Users\dwyand_2\Downloads\OculusRift\ovr_sdk_0.1.5_src\OculusSDK";
// Configure Torque 3D
Torque3D::beginConfig( "win32", "RiftValley" );
// Include Oculus Rift module
includeModule( 'oculusVR' );
// Enable for optional minidump debugging support
// addProjectDefine( 'TORQUE_MINIDUMP' );
Torque3D::endConfig();
?>