The project immediately presents you with two spray demonstrations.
his application was tested using the following*:
Oculus Rift Head Mounted Display Virtual Reality system.
Microsoft Windows 10 Pro
Dell Inc. Precision 5820 Tower X-Series
Intel(R) Core(TM) i9-9920X CPU @ 3.50GHz, 3504 Mhz, 12 Core(s), 24 Logical Processor(s)
64 GB of Installed Physical Memory (RAM)
NVidia Quadro P5000
*You system may face better or worse depending on your unique setup
Oculus Rift Head Mounted Display with Dell Precision Workstation.
A sample electrically actuated nozzle body had been included for reference scale.
If you would like to try this application but find that it is too heavy for your particular setup, please download the source code folder and make the following modifications
Open the project using Unity Version 2019.3.11f1.
Remove particles from the following locations:
The spray: (Should have a large effect)
Environment>>>MainArea>>EA_Particle>>AtomizerSetup>>Sphere>> Spray (Script)
Change Droplet per Sec from 20 to 10 or 5
The wand: (small effect since it’s a small rate)
Environment>>SecondaryArea>>Interactable.wand>>Cylinder>>Cylinder>>Sphere (1)
Change Droplet per Sec from 2 to 1 or 0.5
The Particle Room: (Should have a large effect and its easier)
Environment>>AnionGrid (1)
Disable it
Environment>>CationGrid (1)
Disable it
There is currently one large bug in the locomotion system.
When facing away from the Oculus Rift tracking cameras, standard locomotion can become sluggish.
If an object is grabbed and in reality is brought toward the users chest or behind the users body and immediate jolt can be applied to the users avatar.
For the close to the chest issue, it is suspect that the rigid-body collision system be the prime reason for this error.
For now, if you are holding an object and are moving uncontrollable either reorient toward the cameras or let go of the object.
There is a small error concerning the collider selection enabling the user to climb on various objects (such as the podiums for the sprayers).
The user doesn't have mass, but does have a collider.
This....may be more of a feature. In the particle room, gravity for the particles is disabled, but the users isn't. If particles get low enough, the user can step up onto the particles. This gives the effect of floating on air (err... ions). it is actually fun if you take them and arrange them into a platforming game.
The primary goal in future development for Virtual Reality would be to provide resource efficient and accurate demonstrations standard spray nozzles.
The sprays to be demonstrated for this purpose may have multiple sources ranging from visual approximation, which seems commonplace to VFX, to scientific presentation of computational fluid dynamic results.
This work has deterred performing any heavy calculations within the Unity framework. It is fairly inefficient and can quickly lead to lag.
A takeaway from this work is to either approximate or pre-calculate the solution.
Further develop visualization skills with the VFX graph.
A standard spray provides thousands of droplets per minute per mm^3. Though the shuriken particle system gives more control over the particles, they are unable to adequately represent a spray.
Refine the VFX "spray". The spray produced seems to produce visual sheets not typical to a spray visual.
Shuriken particles and objects may provide useful alternatives to scientific visuals such as streaklines (via trails) or visualization of discrete particle modeling (DPM).
If there is any desired Interactivity with the particle system (where it can influence the world) shuriken and object based systems are ideal.
The source code for this project may be accessed with the following link:
https://1drv.ms/u/s!Ag2LtZOftFvTiehKJCFjsGhyYGx-Wg?e=GJN2Pq
If you are planning on editing the project, please use the latest version of Unity (2019.3.11f1) as this allows the use of the VFX graph and resource efficient processing for XR.
The above link also includes pre-built project binaries for Windows 10.
Please use a suitable Oculus system (other VR provided have not been tested) and run .%/Project_Build/Perri2_Project2.exe .
Update:
If you are using the Oculus Quest, You may need to download and install Android SDK. The following blog post may be helpful in getting your system up and running:
https://circuitstream.com/blog/oculus-quest-unity-setup/
Previous users building from unity for the Quest found that they needed to leave the Legacy XR plugins in place for the program to properly build.
(Building the application should also reduce overhead and help it run faster)