I looked at upgrading to the 2020 LTS unity version so Open XR could be used. Open XR does not support quest 1 or 2 native though. Looks like I'll have to go back to the OVR package to be able to use hand tracking for quest native, which is why I wanted Open XR in the first place lol If I'm going to do that then at least the grabbable steering wheel tutorial should work, as I have coded my G25 steering wheel, that script will also continue to work. I will use 2020 and Open XR when quest native is supported, or if I'm doing a high graphics requirement PC only project. For now I think it would be a bad idea to exclude the largest growing available market of VR users, quest 1 & 2 native.
I aim to do three things this week that will really elevate my Tech Demo. 1) Grabable steering wheel 2) Hand tracking 3) Gesture detection on fist grabbing wheel to enable the grab action and wheel to turn, working with or without an attached Logitech Steering Wheel (G25 and up).
In trying to revert my project to OVR I've broken it. I could work to fix it but there have been a few things bugging me and while it will mean a lot of work. I think I'm going to leave this Iteration and start a new one from the beginning. There are also some things I want to try to be able to Optimise this for Quest Standalone, I feel I would be better off re-designing the level to have areas that have far shorter draw distances, small city-scapes or more enclosed outdoor areas that use far better occlusion culling. By significantly dropping the number of draw calls, I hope to be able to better use animations and particle effects, as well as actual moving enemy targets to try and hit around the track.
Building from the start towards and OVR rig that can free roam as well as enter a vehicle to race. The vehicle will have a grabbable steering wheel, hand tracking and some other goodies. I think I will move away from the real life theme and move back to the elemental theme, creating avatars for the Elemental's slave races. I'll also be working very hard to make sure this project is on GitHub, my previous one had many large packs in it that prevented me from easily being able to restore. My last safe ZIP was after the tech demo release.
This week has been an interesting journey, I didn't make as much progress on WreckRace as I would have liked, but i learnt a lot of useful things.
Purchasing Polaris 2020 showed me that I can create large terrain areas, including underground cave systems, in short amounts of time. It also has inbuilt LOD and is far more VR friendly than standard Unity Terrain.
There is an integration for Polaris 2020 called MicroSplat, it has opened my eyes to Shaders, which will be my area of focus next week. I'm starting to see how efficient shaders can really make a big difference to effective 3D scene design. Especially for Android.
Jason Booth is very knowledgeable and has an awesome community that is super active on Discord.