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Overview

This document is a work in progress. The goal is to define an asset pipeline and definitions that will streamline scene creation for VR training.

These are the distinct steps in the pipeline:

  • Asset Creation: 3D models, materials, textures, etc. Produced outside of Unity.

  • Reference Scene: A scene using the 3D models with lighting, etc. Used as a reference for the Configured Scene.

  • Configured Scene: A scene that uses the Reference Scene as a starting point with additional configuration to make assets interactable as required for the training.

    • Asset Bundles: A sub-step in this pipeline is to produce Asset Bundles that can be used by the Author to create the training.

These are the roles:

  • Artist: Produces 3D models and Reference Scene

  • Assembly: Produces Configured Scene and asset bundles

  • Dev Support: Additional programming and bug fixing on SDK

  • Author: Produces StoryFlow Scripts that meet training objectives

Unity Project Structure

A Motive Unity project should have the following structure:

  • Art - contains the source art for the app.

    • Scenes

      • <Reference Scene>.unity - fully lit scene using the models as a reference.

    • Prefabs

      • Unity-ready versions of all models

  • App - App-specific files and configurations

    • [App Name]

      • Scenes

        • <Configured Scene>.unity - fully configured and lit scene used for training. Connects to Motive and all required elements are interactive.

      • Props

        • Configured versions of Prefabs above. May be a Prefab Variant or an entirely new Prefab that use uses the base mesh. Wired up and tested with Motive components.

      • Animations/Materials/Textures/etc. as needed.

  • Motive - SDK submodule cloned from https://bitbucket.org/motive_io/motive-unity-sdk

Workflow

The goal of this workflow is to identify an optimal process that produces the fewest stalls in the pipeline. For example, an Author should not experience a setback because a configured Prop that had previously worked is no longer working.

Art

  • Asset Imports - Assets are imported into the Art folder. Optionally updates can be made to the reference scene.

  • Configure Reference Scene - Set up lighting, configuration, etc.

  • Create Prefabs - All elements in the Scene should be made into Prefabs so that changes can be propagated to the Configured Scene and Props where feasible.

Assembly

  • Configured Scene - at first, use a copy of the Reference Scene. For any Art Prefabs that require changes, make sure to create a Prop first so that incoming Art updates do not overwrite changes.

  • Add Motive Prefabs to connect the app to StoryFlow and Launch Server.

  • Configure Props to be interactable as required by training.

  • Determine which elements represent the base environment and which can be deployed via Asset Bundle. For bundled assets, deploy to StoryFlow.

Authoring

  • At first can be done in Unity. Small changes to

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