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docs/pico-vr-unity-sdk-instructions-master/PVR Folders.png differ diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/Readme.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/Readme.md new file mode 100644 index 0000000..f19e443 --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/Readme.md @@ -0,0 +1,110 @@ +# Pico Unity SDK Instructions + +> These instructions are for v2.7.8 of the Pico Unity SDK. If you are looking for the instructions for v2.3.0, you can find them [here](https://github.com/wearvr/pico-vr-unity-sdk-instructions/tree/v2.3.0). + +Instructions for how to create new Unity virtual reality experiences for the Pico Goblin & Pico Neo headsets (or port existing ones). + +
+ +
+ +## The Pico Goblin & Pico Neo + +#### Support & Revenue share + +WEARVR.com, the world's largest independent VR app store, has partnered with Pico Interactive to provide development kits and assistance with promotion, technical support and advice to help get your content into Pico's global marketplace (including China) - at no cost to you. You get the same high revenue share of 70%. + +| Region | Developer Revenue Share | +| :---: | :----: | +| Worldwide | 70% | + +#### Specifications + +View the [full headset specifications](https://www.wearvr.com/developer-center/devices/pico). + +#### Requesting a development kit + +You can [request a Pico Goblin](/docs/pico-development-kit.md) to help get your VR experiences Pico-compatible. + +## Prerequisites + +You will require the following in order to develop a Pico app: + +A compatible version of Unity: + +* For Unity2017, all versions above and including Unity2017.4.0 are supported. +* Unity2018 is currently supported up until to Unity2018.4.0. + +* Android API Level 24 (Android 7.0) or above. +* A Pico Goblin or Pico Neo headset of any kind. +* JDK v1.8 or later. + +### User accounts and adding in-app purchases + +To access user information on the Pico Goblin headset, or add in-app purchases to your VR content, your app will normally need to already be [registered through WEARVR](https://users.wearvr.com/apps) to generate the necessary access credentials. + +If this is a problem, you can get in touch via `devs@wearvr.com` to discuss your needs. + +## Overview + +You can easily create a new Unity VR app, but the fastest way to get up and running on Pico Goblin is to convert an existing Google Cardboard, Google Daydream or Samsung Gear VR experience. + +* [Installing and configuring the Pico VR Unity SDK](/docs/pico-vr-unity-sdk-installation.md) +* [Camera & input module setup](/docs/pico-vr-camera-setup.md) +* [Controller and headset inputs](/docs/pico-goblin-and-neo-controllers.md) +* [Enabling USB debugging](/docs/pico-goblin-developer-mode-usb-debugging.md) +* [Building to the device](/docs/building-to-pico-goblin.md) + +Optional: + +* [Working with the current user](/docs/pico-payment-sdk-user-management.md) +* [Adding in-app purchases](/docs/pico-payment-sdk-in-app-purchases.md) +* [Testing in-app purchases](/docs/testing-in-app-purchases.md) +* [Troubleshooting](/docs/troubleshooting.md) +* [Optimizing Pico experiences](/docs/optimizing-pico-experiences.md) +* [Localization](/docs/pico-unity-localization.md) +* [Getting device information at runtime](/docs/getting-device-information-at-runtime.md) +* [Overview of API](/docs/api-overview.md) +* [Using Unity splash screens](/docs/using-unity-splash-screens.md) +* [Using Pico transmission layers](/docs/compositor-layers.md) + +Device: + +* [Connecting to a Wifi network](/docs/connecting-to-a-wifi-network.md) +* [Upgrading the Pico Goblin OS & Firmware](/docs/upgrading-pico-goblin-operating-system-firmware.md) +* [Changing the Pico Goblin's language](/docs/changing-pico-goblins-language-setting.md) + +There is an [example project](examples/PicoUnityVRSDKExample/Readme.md) to use as a reference as you follow this guide. + +There is also an [example project](examples/input%20test/Readme.md) of input, and how to make UI elements work for VR platforms. + +## Upgrade Guides + +[Upgrading from v2.3.0](/docs/upgrading/upgrading-from-v2-3-0-to-v2-7-4.md) + +## Unable to port yourself? + +Depending on availability and need, WEARVR may be able to provide addition support to help port your existing VR experiences to be compatible with the Pico Goblin and Pico Neo, all the way up to completing the port for you and localizing it for the Chinese market. + +Please get in touch on `devs@wearvr.com` to discuss your needs and how WEARVR may be able to help. + +## Uploading and selling your experiences + +### What build variants do I need? + +If you have used v2.7.5 or higher of the Pico Unity SDK and you have not used the [Pico User API](/docs/pico-payment-sdk-user-management.md) or [Payment API](/docs/pico-payment-sdk-in-app-purchases.md), then you will only need one build that can be sold inside and outside of China, for both the Pico Goblin and the Pico Neo. + +If you have used the [Pico User API](/docs/pico-payment-sdk-user-management.md), you will need two build variants - one that includes the [domestic credential fields in your AndroidManifest.xml](/docs/pico-payment-sdk-user-management.md#credentials#domestic-values-inside-china) for the China store and one that includes the [foreign credential fields](/docs/pico-payment-sdk-user-management.md#credentials#foreign-values-outside-china) for stores outside of China (these are the same builds and same credential values in the AndroidManifest.xml - just with different attribute names). + +### Submission process + +When you are ready, it's time to release your Pico VR experiences to the global and Chinese Pico stores [through WEARVR.com](https://users.wearvr.com/apps). + +## Copyright & Trademarks + +These instructions and example project are maintained by WEARVR LLC, the largest independent virtual reality app store. WEARVR is interested in connecting VR content creators and consumers, globally. We love working with the VR community and would be delighted to hear from you at `devs@wearvr.com`. + +You can find more information about WEARVR at www.wearvr.com + +The Pico Interactive Inc trademark, Pico virtual reality headsets and Pico VR Unity SDK are all owned by [Pico Interactive Inc](https://www.pico-interactive.com/). + diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/Source.txt b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/Source.txt new file mode 100644 index 0000000..4cf6d73 --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/Source.txt @@ -0,0 +1 @@ +https://github.com/wearvr/pico-vr-unity-sdk-instructions \ No newline at end of file diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/api-overview.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/api-overview.md new file mode 100644 index 0000000..b4a2326 --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/api-overview.md @@ -0,0 +1,591 @@ +# Overview of API functions + +> Instuctions relevant for Pico SDK version 2.7.8 + +Sections: +* Version Info +* Sensor Tracking +* Controller +* Battery, Volume, Brightness Services +* HMD Sensors +* Hardware Devices + +## (1) Version Info + +#### UPvr_GetUnitySDKVersion +| Name | public static string UPvr_GetUnitySDKVersion () | +| :---: | :----: | +| Functionality | Acquire SDK version number | +| Parameters | None | +| Returns | SDK Version Number | +| Call Method | Pvr_UnitySDKAPI.System.UPvr_GetUnitySDKVersion() | + + +## (2) Sensor Tracking + +#### UPvr_StartSensor +| Name | public static int UPvr_StartSensor(int index) | +| :---: | :----: | +| Functionality | Enable sensor tracking | +| Parameters | Index: 0, main sensor; 1, subsidiary sensor. | +| Returns | 0: Call succeeded; 1: Call failed | +| Call Method | Pvr_UnitySDKAPI.Sensor.UPvr_StartSensor(index) | +>Main sensor is the HMD sensor of Pico Viewer, Pico Neo and Goblin,Goblin2 namely the head tracking sensor. + +#### UPvr_ResetSensor +| Name | public static int UPvr_ResetSensor(int index) | +| :---: | :----: | +| Functionality | Reset sensor tracking | +| Parameters | Index: 0, main sensor; 1, subsidiary sensor | +| Returns | 0: Call succeeded; 1: Call failed | +| Call Method | Pvr_UnitySDKAPI.Sensor.UPvr_ResetSensor(index) | + +#### UPvr_UPvr_ResetSensorAll +| Name | public static int UPvr_ResetSensorAll (int index) | +| :---: | :----: | +| Functionality | Reset the sensor tracking horizontal vertical direction. | +| Parameters | Index: 0, main sensor; 1, subsidiary sensor | +| Returns | 0: Call succeeded; 1: Call failed | +| Call Method | Pvr_UnitySDKAPI. Sensor. UPvr_ResetSensorAll (index) | +>This function is intended for use with the Pico Viewer device, and should not typically be used or required. + +#### Upvr_OptionalResetSensor +| Name | public static int Upvr_OptionalResetSensor(int index, int resetRot, int resetPos) | +| :---: | :----: | +| Functionality | Reset the sensor rotation and position | +| Parameters | Index: 0, main sensor; 1, subsidiary sensor resetRot:rotation resetPos:position 0:do not reset 1:reset | +| Returns | 0:Call succeeded 1:Call failed | +| Call Method | Pvr_UnitySDKAPI. Sensor. UPvr_OptionalResetSensor (0,1,1) | + +## (3) Controller + +#### StartScan +| Name | public static void StartScan () | +| :---: | :----: | +| Functionality | Search 3dof controller | +| Parameters | None | +| Returns | None | +| Call Method | Pvr_ControllerManager.StartScan() | + +#### StopScan +| Name | public static void StopScan () | +| :---: | :----: | +| Functionality | Stop searching 3dof controller | +| Parameters | None | +| Returns | None | +| Call Method | Pvr_ControllerManager.StopScan() | + +#### ConnectBLE +| Name | public static void ConnectBLE () | +| :---: | :----: | +| Functionality | Start connecting to 3dof controllers | +| Parameters | None | +| Returns | None | +| Call Method | Pvr_ControllerManager.ConnectBLE () | + +#### UPvr_GetControllerPower +| Name | public static int UPvr_GetControllerPower(int hand) | +| :---: | :----: | +| Functionality | Get controller’s battery level | +| Parameters | For Goblin and Goblin2, pass 0; for Pico Neo, pass 0/1 for corresponding controllers. | +| Returns | Goblin and Goblin2 0-4,Pico Neo 1-9 | +| Call Method | Pvr_ControllerAPI.Controller.UPvr_GetControllerPower(int hand) | +> Parameters: (Pico Neo,0/1 are controller indexes, 0 represents the first bound controller and 1 represents the second bound controller, the same below) + +#### changeMainControllerCallback +| Name | public static void changeMainControllerCallback(string index) | +| :---: | :----: | +| Functionality | Callback of changing main controller | +| Parameters | 0/1 indicates which one is switched to be the main control controller | +| Returns | None | +| Call Method | Call back when the main controller changes. | +> (The main control controller is a controller that enables beam and participates in the UI interaction and has no specific relationship with the index of the controller, the same below + +#### setControllerServiceBindState +| Name | public static void setControllerServiceBindState (string state) | +| :---: | :----: | +| Functionality | Callback of Pico Neo controller binding | +| Parameters | 0 indicates binding failed, 1 indicates binding succeeded | +| Returns | None | +| Call Method | Callback of Pico Neo controller binding | + +#### setControllerStateChanged +| Name | public static void setControllerStateChanged (string state) | +| :---: | :----: | +| Functionality | Callback of connection status changes of Pico Neo controllers | +| Parameters | A two character string | +| Returns | None | +| Call Method | Callback of the status changes of Pico Neo controllers | +> Parameters: A two-character string. The first number is the index number of the controller and the second if the connection status of the controller. For example: “0,0” means that controller 0 is disconnected, and “0, 1” means controller 0 is connected. + +#### setHbServiceBindState +| Name | public static void setHbServiceBindState (string state) | +| :---: | :----: | +| Functionality | Call back when service bind of 3dof controller changes state | +| Parameters | 0-unbound, 1-bound, 2-unknown | +| Returns | None | +| Call Method | Call back when service bind of 3dof controller changes status | + +#### isServiceExisted +| Name | public static bool isServiceExisted () | +| :---: | :----: | +| Functionality | Determine if Pico Controller Service exists | +| Parameters | true, exists; false, does not exist | +| Returns | None | +| Call Method | Use it directly in Pvr_ControllerManager class | + +#### UPvr_GetControllerState +| Name | public static ControllerState UPvr_GetControllerState (int hand) | +| :---: | :----: | +| Functionality | Get Pico controller’s connection status | +| Parameters | For Goblin,Goblin2 pass 0; for Pico Neo, pass 0/1 for the corresponding controller | +| Returns | Connection status | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_GetControllerState(hand) | +> When there is only one controller connected to Pico Neo device, it is recommended to call this function twice, since the index of the connected controller is unsure. + +#### ResetController +| Name | public static void ResetController(int num) | +| :---: | :----: | +| Functionality | Reset controller pose | +| Parameters | 0/1. If use only 1 controller or a 3dof controller, pass 0 | +| Returns | None | +| Call Method | Pvr_ControllerManager.ResetController(num) | + +#### RebackToLauncher +| Name | public static void RebackToLauncher () | +| :---: | :----: | +| Functionality | Exit and go back to Launcher UI | +| Parameters | None | +| Returns | None | +| Call Method | Use it directly in Pvr_ControllerManager class | + +#### StartUpgrade +| Name | public static bool StartUpgrade () | +| :---: | :----: | +| Functionality | Start to upgrade | +| Parameters | None | +| Returns | Success or failure | +| Call Method | Pvr_ControllerManager.StartUpgrade() | + +#### GetBLEVersion +| Name | public static long GetBLEVersion () | +| :---: | :----: | +| Functionality | Get the BLE version | +| Parameters | None | +| Returns | The version of BLE | +| Call Method | Pvr_ControllerManager.GetBLEVersion() | + +#### setupdateFailed +| Name | public static void setupdateFailed () | +| :---: | :----: | +| Functionality | Call back when upgrade failed | +| Parameters | None | +| Returns | None | +| Call Method | Use it directly in Pvr_ControllerManager class | + +#### setupdateSuccess +| Name | public static void setupdateSuccess () | +| :---: | :----: | +| Functionality | Call back when upgrade succeeded | +| Parameters | None | +| Returns | None | +| Call Method | Use it directly in Pvr_ControllerManager class | + +#### setupdateProgress +| Name | public static void setupdateProgress (string progress) | +| :---: | :----: | +| Functionality | Call back of upgrade progress | +| Parameters | Progress 0-100 | +| Returns | None | +| Call Method | Use it directly in Pvr_ControllerManager class | + +#### UPvr_GetControllerQUA +| Name | public static Quaternion UPvr_GetControllerQUA (int hand) | +| :---: | :----: | +| Functionality | Get controller poses | +| Parameters | 0/1 – for Goblin and Goblin2, pass 0; for Pico Neo, pass the index of the corresponding controllers | +| Returns | Quaternion, controller pose | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_GetControllerQUA(hand) | + +#### UPvr_GetControllerPOS +| Name | public static Vector3 UPvr_GetControllerPOS (int hand) | +| :---: | :----: | +| Functionality | Get controller position | +| Parameters | Applicable for Pico Neo only, please pass the index of the corresponding controller | +| Returns | 3-D vector, controller position | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_GetControllerPOS(hand) | + +#### UPvr_GetMainHandNess +| Name | public static int UPvr_GetMainHandNess() | +| :---: | :----: | +| Functionality | Get the index of current main control controller | +| Parameters | None | +| Returns | 0/1 | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_GetMainHandNess() | +> (Note: Pico Neo :Pico Neo exclusive. It can only return the correct value when bind service has succeeded. The SDK will start Bind controller service when the app starts. We recommend developers to check if bind has succeeded using the Bind callback function) + +#### UPvr_SetMainHandNess +| Name | public static void UPvr_SetMainHandNess(int hand) | +| :---: | :----: | +| Functionality | Set current main control controller | +| Parameters | 0/1 | +| Returns | None | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_SetMainHandNess() | + +#### UPvr_GetKey +| Name | public static bool UPvr_GetKey (int hand,Pvr_KeyCode key) | +| :---: | :----: | +| Functionality | Check if the key is pressed down | +| Parameters | 0/1,Pvr_KeyCode | +| Returns | Whether it’s pressed or not | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_GetKey(hand , key) | + +#### UPvr_GetKeyDown +| Name | public static bool UPvr_GetKeyDown (int hand,Pvr_KeyCode key) | +| :---: | :----: | +| Functionality | Check if the key is pressed down | +| Parameters | Hand: controller index, key: the specified key | +| Returns | Whether it is pressed down or not | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_GetKeyDown(hand,key) | + +#### UPvr_GetKeyUp +| Name | public static bool UPvr_GetKeyUp(int hand,Pvr_KeyCode key) | +| :---: | :----: | +| Functionality | Check if the key is lifted | +| Parameters | Hand: controller index, key: the specified key | +| Returns | Whether it is lifted or not | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_GetKeyUp(hand ,key) | + +#### UPvr_GetKeyLongPressed +| Name | public static bool UPvr_GetKeyLongPressed (int hand,Pvr_KeyCode key) | +| :---: | :----: | +| Functionality | Check if the key is long pressed | +| Parameters | Hand: controller index, key: the specified key | +| Returns | Whether it is long pressed or not | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_GetKeyLongPressed(hand,key) | + +#### UPvr_IsTouching +| Name | public static bool UPvr_IsTouching (int hand) | +| :---: | :----: | +| Functionality | Check if the touchpad is being touched | +| Parameters | Hand: controller index | +| Returns | Whether it is touched or not | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_IsTouching() | + +#### UPvr_GetSwipeDirection +| Name | public static SwipeDirection UPvr_GetSwipeDirection(int hand) | +| :---: | :----: | +| Functionality | Get the status of the swipe pose | +| Parameters | Hand: controller index | +| Returns | SwipeDirection | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_GetSwipeDirection(hand) | + +#### UPvr_GetTouchPadPosition +| Name | public static Vector2 UPvr_GetTouchPadPosition (int hand) | +| :---: | :----: | +| Functionality | Get the touch value of the touchpad | +| Parameters | Controller index, 0/1 | +| Returns | Touchpad’s touch value. Same for Pico Goblin and Pico Neo, see figure5.4 for details | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr_GetTouchPadPosition(hand) | + +#### UPvr_GetTouchPadClick +| Name | public static TouchPadClick UPvr_GetTouchPadClick(int hand) | +| :---: | :----: | +| Functionality | Touchpad simulation click function | +| Parameters | Controller index, 0/1 | +| Returns | Imitate the function of the top and bottom left buttons | +| Call Method | Pvr_UnitySDKAPI.Controller.UPvr-GetTouchPadClick (hand) | +> Divide the touchpad into 4 pieces to simulate the up and down and left functions of the game controller + +#### AutoConnectHbController +| Name | public static void AutoConnectHbController (int scans) | +| :---: | :----: | +| Functionality | Automatically search and connect to controllers | +| Parameters | Search time (in ms) | +| Returns | None | +| Call Method | Pvr_ControllerManager.AutoConnectHbController(scans) | + +#### setHbAutoConnectState +| Name | public static void setHbAutoConnectState (string state) | +| :---: | :----: | +| Functionality | Callback of auto- searching controllers | +| Parameters | None | +| Returns | Connection state (See next table) | +| Call Method | Pvr_ControllerManager.setHbAutoConnectState(state) | + +#### Connection states +| UNKNOWN | default | +| :---: | :----: | +| NO_DEVICE | No HBcontroller found | +| ONLY_ONE | Only 1 HB controller found | +| MORE_THAN_ONE | More than 1 controllers found | +| LAST_CONNECTED | The last connected HB controller found | +| FACTORY_DEFAULT | The factory default HB controller found (not enabled yet) | + +#### Upvr_GetControllerTriggerValue +| Name | public static int Upvr_GetControllerTriggerValue(int hand) | +| :---: | :----: | +| Functionality | Get the input value of the trigger(available to Goblin2 and Neo Controller ) | +| Parameters | 0/1 | +| Returns | 0~255 | +| Call Method | Pvr_UnitySDKAPI.Controller.Upvr_ControllerTriggerClick(hand) | + +#### Upvr_ControllerTriggerClick +| Name | public static bool Upvr_ControllerTriggerClick(int hand) | +| :---: | :----: | +| Functionality | Check if the trigger clicked or not | +| Parameters | 0/1 | +| Returns | true, clicked; false, not clicked | +| Call Method | Pvr_UnitySDKAPI.Controller.Upvr_ControllerTriggerClick(hand) | +> Trigger click is available to 6dof controllers only and a trigger click is determined only when the trigger key is pressed to the bottom and raised once. + +#### VibateController +| Name | public void VibateController(int hand, int strength) | +| :---: | :----: | +| Functionality | The vibration interface of Pico Neo Controller | +| Parameters | hand: 0,1 strength:0-255 | +| Returns | None | +| Call Method | Pvr_ControllerManager.controllerlink.VibateController(hand,strength); | + +#### UPvr_GetDeviceType +| Name | public static int UPvr_GetDeviceType () | +| :---: | :----: | +| Functionality | Gets the connected controller type | +| Parameters | none | +| Returns | 0:none 1:Goblin 2:Neo 3:Goblin2 | +| Call Method | Pvr_UnitySDKAPI.Controller. UPvr_GetDeviceType (); | +> If the return value is 0, the controller connection state needs to be called at the same time, and the two values cooperate to decide whether to enable head control) + +## (4) Battery, Volume, Brightness Services + +#### UPvr_InitBatteryVolClass +| Name | public bool UPvr_InitBatteryVolClass() | +| :---: | :----: | +| Functionality | Initialize battery, volume and brightness services | +| Parameters | None | +| Returns | Initialization succeeded or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_InitBatteryVolClass() | +> Please call this interface for initialization before using battery, volume and brightness services + +#### UPvr_StartAudioReceiver +| Name | public bool UPvr_StartAudioReceiver () | +| :---: | :----: | +| Functionality | Start audio service | +| Parameters | None | +| Returns | Whether it’s started successfully or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_StartAudioReceiver() | + +#### UPvr_SetAudio +| Name | public void UPvr_SetAudio(string s) | +| :---: | :----: | +| Functionality | Notify Unity of the value of current volume when the volume changes | +| Parameters | The value of the volume after change | +| Returns | None | +| Call Method | This interface is a low-level Android call and unity doesn’t need to call it. If you need to perform any operations when volume changes, write the related logics in this method. | + +#### UPvr_StopAudioReceiver +| Name | public bool UPvr_StopAudioReceiver () | +| :---: | :----: | +| Functionality | Stop volume service | +| Parameters | None | +| Returns | Whether it’s stopped or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_StopAudioReceiver() | + +#### UPvr_StartBatteryReceiver +| Name | public bool UPvr_StartBatteryReceiver () | +| :---: | :----: | +| Functionality | Start battery service | +| Parameters | None | +| Returns | Whether it’s started or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_StartBatteryReceiver() | + +#### UPvr_SetBattery +| Name | public void UPvr_SetBattery(string s) | +| :---: | :----: | +| Functionality | Notify Unity of the current battery level when battery level changes | +| Parameters | The battery level after change (in 0.00~1.00) | +| Returns | None | +| Call Method | This interface is a low-level Android call and unity doesn’t need to call it. If you need to perform any operations when battery level changes, write the related logics in this method. | + +#### UPvr_StopBatteryReceiver +| Name | public bool UPvr_StopBatteryReceiver () | +| :---: | :----: | +| Functionality | Stop battery service | +| Parameters | None | +| Returns | Whether it’s stopped or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_StopBatteryReceiver() | + +#### UPvr_GetMaxVolumeNumber +| Name | public int UPvr_GetMaxVolumeNumber () | +| :---: | :----: | +| Functionality | Get the max value of volume | +| Parameters | None | +| Returns | The max value of volume | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_GetMaxVolumeNumber() | + +#### UPvr_GetCurrentVolumeNumber +| Name | public int UPvr_GetCurrentVolumeNumber () | +| :---: | :----: | +| Functionality | Get current volume value | +| Parameters | None | +| Returns | Current volume value (in 0~15) | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_GetCurrentVolumeNumber() | + +#### UPvr_VolumeUp +| Name | public bool UPvr_VolumeUp () | +| :---: | :----: | +| Functionality | Tune up the volume | +| Parameters | None | +| Returns | Whether it succeeded or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_VolumeUp() | + +#### UPvr_VolumeDown +| Name | public bool UPvr_VolumeDown () | +| :---: | :----: | +| Functionality | Tune down the volume | +| Parameters | None | +| Returns | Whether it succeeded or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_VolumeDown() | + +#### UPvr_SetVolumeNum +| Name | public bool UPvr_SetVolumeNum(int volume) | +| :---: | :----: | +| Functionality | Set volume | +| Parameters | Set the value for the volume (the value of volume is between 0 and 15) | +| Returns | Whether it succeeded or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_SetVolumeNum(volume) | + +#### UPvr_SetBrightness +| Name | public bool UPvr_SetBrightness(int brightness) | +| :---: | :----: | +| Functionality | Set brightness (available to regular mobile phone versions, not applicable for Pico Neo) | +| Parameters | The value of the brightness (the value is between 0 and 255) | +| Returns | Whether it succeeded or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_SetBrightness(bn) | + +#### UPvr_GetScreenBrightnessLevel +| Name | public static int[] UPvr_GetScreenBrightnessLevel() | +| :---: | :----: | +| Functionality | Get current screen brightness level (applicable for Goblin only) | +| Parameters | None | +| Returns | Int array | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_GetScreenBrightnessLevel() | +> Int array: The first digit is the total brightness level supported, the second is the current brightness level and from the third to the end is the brightness interval values. + +#### UPvr_SetScreenBrightnessLevel +| Name | public static void UPvr_SetScreenBrightnessLevel(int vrBrightness, int level) | +| :---: | :----: | +| Functionality | Set screen brightness (applicable for Goblin only) | +| Parameters | vrBrightness:brightness mode; level: brightness value (value of the brightness level) | +| Returns | None | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_SetScreenBrightnessLevel(vrBrightness,level) | +> If vrBrightness passes 1, level should pass the brightness level; if vrBrightness passes 0, representing the system default brightness mode, then level can be set to any value in 1~255. + +#### UPvr_IsHmdExist +| Name | public bool UPvr_IsHmdExist() | +| :---: | :----: | +| Functionality | Check if it’s an HMD headset | +| Parameters | None | +| Returns | If true, it is HMD; false, not HMD | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_IsHmdExist() | + +#### UPvr_GetHmdScreenBrightness +| Name | public int UPvr_GetHmdScreenBrightness() | +| :---: | :----: | +| Functionality | Get current brightness value of current HMD device (applicable for Pico Neo only) | +| Parameters | None | +| Returns | Int, current brightness value (in 0~255) | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_GetHmdScreenBrightness() | + +#### UPvr_SetHmdScreenBrightness +| Name | public bool UPvr_SetHmdScreenBrightness(int brightness) | +| :---: | :----: | +| Functionality | Set the brightness value of HMD device (applicable for PicoNeo only) | +| Parameters | Brightness value (in 0~255) | +| Returns | Whether it’s successfully set or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_SetHmdScreenBrightness(brightness) | + +#### UPvr_GetCommonBrightness +| Name | public int UPvr_GetCommonBrightness() | +| :---: | :----: | +| Functionality | Get the current brightness value of common devices (applicable for Pico Neo and other regular mobile phones) | +| Parameters | None | +| Returns | Current brightness value (in 0~255) | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_GetCommonBrightness() | + +#### UPvr_SetCommonBrightness +| Name | public bool UPvr_SetCommonBrightness(int brightness) | +| :---: | :----: | +| Functionality | Set brightness for common devices (applicable for Pico Neo and other regular mobile phones) | +| Parameters | Current brightness value (in 0~255) | +| Returns | Whether it’s successfully set or not | +| Call Method | Pvr_UnitySDKAPI.VolumePowerBrightness.UPvr_SetCommonBrightness(brightness) | + +## (5) HMD Sensors + +#### UPvr_InitPsensor +| Name | public static void UPvr_InitPsensor() | +| :---: | :----: | +| Functionality | Initialize distance sensor | +| Parameters | None | +| Returns | None | +| Call Method | Pvr_UnitySDKAPI. Sensor. UPvr_InitPsensor () | + +#### UPvr_GetPsensorState +| Name | public static int UPvr_GetPsensorState() | +| :---: | :----: | +| Functionality | Get the state of head-mounted distance sensor | +| Parameters | None | +| Returns | Return 0 when it’s worn on head, return 1 when it’s away | +| Call Method | Pvr_UnitySDKAPI. Sensor. UPvr_GetPsensorState() | +> Note: UPvr_InitPsensor should be called for initialization before getting Psensor’s state + +#### UPvr_UnregisterPsensor +| Name | public static void UPvr_UnregisterPsensor () | +| :---: | :----: | +| Functionality | Release distance sensor | +| Parameters | None | +| Returns | None | +| Call Method | Pvr_UnitySDKAPI. Sensor. UPvr_UnregisterPsensor () | + +## (6) Hardware Devices + +#### UPvr_GetDeviceMode +| Name | public static string UPvr_GetDeviceMode () | +| :---: | :----: | +| Functionality | Get device type | +| Parameters | None | +| Returns | SystemInfo.deviceModel | +| Call Method | Pvr_UnitySDKAPI.System.UPvr_GetDeviceMode () | + +#### UPvr_GetDeviceSN +| Name | public static string UPvr_GetDeviceSN () | +| :---: | :----: | +| Functionality | Get device SN number | +| Parameters | None | +| Returns | Get device SN number | +| Call Method | Pvr_UnitySDKAPI.System.UPvr_GetDeviceSN () | + +#### UPvr_ShutDown +| Name | public static void UPvr_ShutDown() | +| :---: | :----: | +| Functionality | Shut down | +| Parameters | None | +| Returns | None | +| Call Method | Pvr_UnitySDKAPI.System.UPvr_ShutDown () | + +#### UPvr_Reboot +| Name | public static void UPvr_Reboot () | +| :---: | :----: | +| Functionality | Reboot | +| Parameters | None | +| Returns | None | +| Call Method | Pvr_UnitySDKAPI.System.UPvr_Reboot () | + +#### UPvr_Sleep +| Name | public static void UPvr_Sleep () | +| :---: | :----: | +| Functionality | Turn off screen | +| Parameters | None | +| Returns | None | +| Call Method | Pvr_UnitySDKAPI. 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docs/pico-vr-unity-sdk-instructions-master/docs/building-to-pico-goblin.md @@ -0,0 +1,41 @@ +# Creating Unity builds for the Pico Goblin + +## Build settings + +Building directly to a Pico headset is the recommended method of running your app. + +As the Pico operating system is an Android derivative, the build platform for your project must be set to **Android**. + +This can be done via the **File › Build Settings** menu option. + +Select **Android** and then click the **Switch Platform** button. + +Change the **Texture Compression** option to **ETC2 (GLES 3.0)**. + +Make sure the **Build System** is set to **Internal**. + ++ +
+ +## Building directly to the Pico Goblin + +> Before you attempt to build to the Pico Goblin device, ensure [you have enabled USB debugging](/docs/pico-goblin-developer-mode-usb-debugging.md). + +Connect your charged Pico device via USB to your development machine and then select the **File › Build & Run** menu option in Unity. + ++ +
+ +Your app should then be installed and launched on the device. + +## Building an APK + +Select the **File › Build Settings** menu option in Unity. + +Click the **Build** button and select where you would like to save the APK on your file system. + +## Next: Troubleshooting + +See [common problems](/docs/troubleshooting.md). diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/changing-pico-goblins-language-setting.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/changing-pico-goblins-language-setting.md new file mode 100644 index 0000000..416f5df --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/changing-pico-goblins-language-setting.md @@ -0,0 +1,33 @@ +# Changing a Pico Goblin's language setting + +> The following instructions demonstrate the Pico Goblin with its language set to English. However, because the button and menu item positions remain the same when the language is changed, they can be used with any of the supported languages. + +On the Pico Goblin device's home screen, select the **Settings** option on the right of the screen: + ++ +
+ +Select the **Developer** or **Advanced Options**: + ++ +
+ +Scroll down and select the **Language & Input** option: + ++ +
+ +Select the **Language** menu option: + ++ +
+ +Select your desired language from the list. (You can refer to [What languages do I need?](/docs/pico-unity-localization.md#what-languages-do-i-need?) for the full list in English.) + ++ +
diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/compositor-layers.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/compositor-layers.md new file mode 100644 index 0000000..57b488e --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/compositor-layers.md @@ -0,0 +1,53 @@ +# Using Pico transmission layers + +## Transmission layers explained + +Transmission layers, sometimes described as Compositor layers or a Synthesis layer, is a different way of rendering to VR headsets. + +Normal rendering will have an applications content rendered onto an 'eye buffer', and then the 'eye buffer' will be sampled by ATW (Asynchronous TimeWarp) to find out what content needs to be re-rendered onto a screen, and then finally it will actually be rendered onto a VR screen. + +Using transmission layers a different method can be used. Content rendered in this way does not need to use the 'eye buffer' at all, and instead renders directly to ATW for sampling. As a step is skipped both the speed of rendering as well as the overall sharpness of the result can be improved. The downside is that certain steps must be taken by the developer to enable this behavior. + +## Transmission layer supported textures + +The transmission layer supports two transparent texture types: +1. Standard Texture : standard 2D texture +2. Equirectangular Texture: panorama texture (360°) + +## Enabling transmission eye overlays + +Eye overlays are added using the **'Pvr_UnitySDKEyeOverlay.cs'** script. This script should be attached to the users **'LeftEye'** and **'RightEye'** objects inside the 'Pvr_UnitySDK' prefab. + ++ +
+ +The Pvr_UnitySDKEyeOverlay script has some configurable settings: +1. Eye Side : Left or Right. Should be configured for whichever eye it has been placed on. +2. Image Type: Specify standard or equirectangular texture. +3. Image Texture: The actual texture that will be shown. +4. Image Transform: Optional. For standard textures specify the transform (position, rotation, zoom) of the texture. + +### Standard 2D textures + +There is an example scene showing the concept of 2D transmission textures included with the Pico SDK under: **Assets -> PicoMobileSDK -> Pvr_UnitySDK -> Scene -> Examples -> 2DOverlay.unity** + +To use 2d Transmission textures fist set up the scene so that it is compatible for Pico, including the use of a Pvr_UnitySDK prefab. Then ensure that the **Pvr_UnitySDKEyeOverlay.cs** scripts have been attached correctly to each of the Pico players eye game objects, and set up correctly including assigning a valid texture to the 'Image Texture' value. + +Then create a Quad object in the scene that you wish to be used to render a transparent 2d texture via transmission. For the object uncheck and deactivate the 'Mesh Renderer' component, and then set the 'Image Transform' value in Pvr_UnitySDKEyeOverlay to be the mesh. + +The mesh itself does not need a texture assigned to it, and instead will use the texture specified in Pvr_UnitySDKEyeOverlay. + ++ +
+ +### Equirectangular Textures + +There is an example scene showing the concept of 3D transmission textures included with the Pico SDK under: **Assets -> PicoMobileSDK -> Pvr_UnitySDK -> Scene -> Examples -> 360Overlay.unity** + +To set up a 360 degree vision texture many of the steps are similar to creating a 2D texture. Set the components 'Image Type' value to Equirectangular, and assign a panoramic texture to 'Image Texture'. Any panoramic texture will work, but an example one has been provided with the Pico SDK under: **Assets -> PicoMobileSDK -> Pvr_UnitySDK -> Resources -> 360.jpg** + ++ +
diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/connecting-to-a-wifi-network.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/connecting-to-a-wifi-network.md new file mode 100644 index 0000000..895a4fe --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/connecting-to-a-wifi-network.md @@ -0,0 +1,13 @@ +## Connecting to a Wifi network + +On the Pico Goblin device's home screen, select the **Settings** option on the right of the screen: + ++ +
+ +Select the **WLAN** menu option, then the name of your Wi-Fi network. + +Enter your Wi-Fi network's password in the input box that appears using the on-screen keyboard (you may have to click on the input box in order for it to appear). Select **Connect** when you are done. + +Your Wi-Fi network should now have a green tick next to it. diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/getting-device-information-at-runtime.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/getting-device-information-at-runtime.md new file mode 100644 index 0000000..cff41a7 --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/getting-device-information-at-runtime.md @@ -0,0 +1,14 @@ +# Getting device information at runtime + +If you would like your app to get device information at runtime, you can use the following method: + +```cs +Pvr_UnitySDKAPI.System.UPvr_GetDeviceModel() +``` + +It will return one of the following values: + +| Device | `UPvr_GetDeviceModel()` | +| :---: | :---: | +| Pico Goblin | `"Pico Pico Goblin"` | +| Pico Neo | `"Pico Pico Neo"` | diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/optimizing-pico-experiences.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/optimizing-pico-experiences.md new file mode 100644 index 0000000..a69fc3a --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/optimizing-pico-experiences.md @@ -0,0 +1,126 @@ +# Optimizing Pico experiences + +The following instructions are optional and should normally only be followed if your VR experience is exhibiting performance issues that: + +* Degrade gameplay +* Induce nausea or motion sickness in players +* Create rendering distance issues +* Introduce delays, blurring or lag + +These steps can be completed even if you do not have a development kit to test on. + +## Check project settings + +Check your **Project Settings** match the [recommended values](/docs/pico-vr-unity-sdk-installation.md). + +## Slow Frame Rate + +The overall rendering requirements of a Unity VR application can be reduced by using the line `VRSettings.renderScale = x` anywhere in code, where x is the new desired render scale. It is not recommended that this value be changed very often because it can negatively impact performance whenever it's value is set, but changing a projects render scale to a value less than 1.0f will reduce the overall rendering cost of the entire application at the cost of some visual clarity. + +This method works by resizing the textel to pixel ratio of the application, before stretching or shrinking the result onto the devices screens. Thus, a project using a VRSettings.renderScale of 0.5f could potentially run at twice it's usual speed but would appear to be running on a device that had half the resolution and image quality as would be expected. This method should be used sparingly, and as a trade off between frame rates and image quality when other optimization methods are not effective. A minimum VRSettings.renderScale of 0.7f is suggested. +https://docs.unity3d.com/540/Documentation/ScriptReference/VR.VRSettings-renderScale.html + +## Blurry Images / Pixel-Bleeding + +Pixel bleeding is a rendering issue that occurs on some devices and on some kinds of rendering, where the colors from one screen pixel appear to merge into those around it giving the impression of a blurry image. This can be solved at the expense of processing power by using `VRSettings.renderScale = x` anywhere in code, where x has a value greater than 1.0f. It is not recommended that this value be changed very often because it can negatively impact performance whenever it's value is set. + +This method works by resizing the textel to pixel ratio of the application, before stretching or shrinking the result onto the devices screens. In the case of blurry images this means that effects of image blur are shrunken and reduced, meaning that a sharper image is drawn. Although the number of textels increases the overall number of physical pixels on the device will always remain the same, and so setting VRSettings.renderScale to a high value will stop providing noticeable results quite quickly but will continue to reduce performance of the app overall. This method should be used sparingly, and as a trade off to balance between frame rates and image quality when other optimization methods are not effective. A maximum VRSettings.renderScale of 1.5f is suggested. +https://docs.unity3d.com/540/Documentation/ScriptReference/VR.VRSettings-renderScale.html + +## Visual issues with Shaders and Materials + +Virtual Reality applications are often very demanding for mobile devices to cope with, and visual problems often occur. Even if an application performs at a decent framerate it is common for visual issues unique to the hardware to present themselves. + +Shaders are a common source of visual faults, and shaders that appear to run faultlessly in the unity editor can break on device. Particularly shaders that rely on reflections, specular lighting, or other visual tricks that rely on the shader knowing the cameras position relative to a surface are often prone to failure. This is because some shaders do not cope well with the fact that Virtual reality relies on two cameras and two points of view to achieve it's desired effect. It is recommended that complicated shaders be simplified or replaced where necessary. + +Often shaders or rendered objects can fail to draw correctly due to system limitations. Complicated materials rendered onto a large object can often appear to break and seem to flicker in and out of view disorentatlingly on some platforms. One proven way to help reduce this is to ensure that on problematic materials do not have 'GPU Instancing' enabled, as this Unity feature does not seem to behave stably on some platforms. + ++ +
+ +## Foveated Rendering + +Foveated Rendering is a VR optimisation that can improve the headsets ability to render scenes quickly. It's purpose is to render the screen centre to the users line of sight in high resolution, but to render the scenery in the users pheripheral vision with far less detail. + +Foveation settings can be found in the **Pvr_Unity_SDK_Eye.cs** script, which is attached to the **'LeftEye'** and **'RightEye'** objects found in the **Pvr_UnitySDK** prefab. + ++ +
+ +The variable 'Foveaton Level' can be set to define a preset level of Foveaton for each eye (It is reccomended that each eye be set to the same level), or the individual Foveaton levels can be tweaked to get more specific behaviour: + +**Fovtion Gain Value:** A vector 2 to declare the Fovation rate of peripheral pixels in the X and Y axis. The larger the value, the larger the reduction. +**Foveation Area:** The area in the centre of the users vision that will not be altered by Fovtion. +**Foveation Minimum:** The texture coordinate parameter of the texture filter function. + +## Performance Profiling + +Unity provides the ability to run performance profiling tools on a Pico device that can help you diagnose the root cause of any performance issues your VR experience may have. + +### Enabling the internal profiler + +Open the **Player Settings** using the **Edit > Project Settings > Player** menu item. + +Open the **Other Settings** section and find the **Optimization** section. Check the **Enable Internal Profiler box. + ++ +
+ +Open your **Build settings** using the **File > Build Settings**. Check the **Development Build** box. + ++ +
+ +## Creating the development build + +If you have a Pico development kit, connect the device via USB and build and run your application. + +If you do not have a development kit, build the APK and [submit it to WEARVR as a test build](https://users.wearvr.com/developers/devices/pico-goblin/test-builds), adding in the testing notes that you would like the profile logs for the build. WEARVR will run it on a Pico headset for you and send you the results so you can use them to diagnose any performance problems. + +## Capturing the profile logs + +To view the profiling logs of the device, you will need to [enable developer mode](/docs/pico-goblin-developer-mode-usb-debugging.md) and have logcat installed your development machine. + +If you have already installed the **Android SDK** or **Android Studio**, it should already be installed on your system. If not, you can get it by downloading the [Android SDK Platform Tools](https://developer.android.com/studio/releases/platform-tools.html). + +You can start logcat with the following command: + +``` +adb logcat +``` + +The profiling logs will then appear in **logcat** when you run the development build of your VR experience on the Pico device. You will need to ensure the device is still connected to your development machine via USB to receive the logs. + +If you do not see any logs, disconnect and reconnect the USB cable. Wait five seconds and then restart **logcat**. + +When working correctly, you should see logging like the following appear at regular intervals: + +``` +10-20 02:44:08.122 4422-4441/? D/Unity: Android Unity internal profiler stats: +10-20 02:44:08.122 4422-4441/? D/Unity: cpu-player> min: 16.1 max: 16.5 avg: 16.3 +10-20 02:44:08.122 4422-4441/? D/Unity: cpu-ogles-drv> min: 0.0 max: 0.0 avg: 0.0 +10-20 02:44:08.122 4422-4441/? D/Unity: gpu> min: 0.0 max: 0.0 avg: 0.0 +10-20 02:44:08.122 4422-4441/? D/Unity: cpu-present> min: 0.3 max: 0.6 avg: 0.4 +10-20 02:44:08.122 4422-4441/? D/Unity: frametime> min: 16.5 max: 16.9 avg: 16.7 +10-20 02:44:08.122 4422-4441/? D/Unity: batches> min: 37 max: 37 avg: 37 +10-20 02:44:08.122 4422-4441/? D/Unity: draw calls> min: 37 max: 37 avg: 37 +10-20 02:44:08.122 4422-4441/? D/Unity: tris> min: 9546 max: 9546 avg: 9546 +10-20 02:44:08.122 4422-4441/? D/Unity: verts> min: 6780 max: 6780 avg: 6780 +10-20 02:44:08.122 4422-4441/? D/Unity: dynamic batching> batched draw calls: 0 batches: 0 tris: 0 verts: 0 +10-20 02:44:08.122 4422-4441/? D/Unity: static batching> batched draw calls: 0 batches: 0 tris: 0 verts: 0 +10-20 02:44:08.122 4422-4441/? D/Unity: player-detail> physx: 0.0 animation: 0.0 culling 0.0 skinning: 0.0 batching: 0.0 render: 0.0 fixed-update-count: 0 .. 0 +10-20 02:44:08.122 4422-4441/? D/Unity: managed-scripts> update: 0.0 fixedUpdate: 0.0 coroutines: 0.0 +10-20 02:44:08.122 4422-4441/? D/Unity: managed-memory> used heap: 577536 allocated heap: 688128, max number of collections: 0 collection total duration: 0.0 +``` + +## Understanding the logs + +Unity has an [excellent guide](https://docs.unity3d.com/Manual/iphone-InternalProfiler.html) that will help you interpret the performance profile logs. This should be read in conjunction with Unity’s explanation of [CPU bound and GPU bound performance issues](https://docs.unity3d.com/Manual/OptimizingGraphicsPerformance.html) to guide your approach to addressing performance problems. + +## Next: Submission + +It's time to [submit your VR experience](/Readme.md#uploading-and-selling-your-experiences). diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-development-kit.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-development-kit.md new file mode 100644 index 0000000..7c34589 --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-development-kit.md @@ -0,0 +1,9 @@ +# Requesting a development kit + +If you meet any of the following criteria you are eligible to [request a Pico Goblin development kit](https://users.wearvr.com/developers/devices/pico-goblin/development-kit-request) from WEARVR: + +* You have one or more VR experiences listed on WEARVR that you wish to port to Pico Goblin. +* You wish to create a new VR experience for Pico Goblin and have a strong portfolio of other apps on WEARVR. + + +If you are not eligible to request a development kit, you can still create a Pico Goblin experience and let WEARVR test your app for you by [submitting a test build](https://users.wearvr.com/developers/devices/pico-goblin/test-builds). You can get in touch at `devs@wearvr.com` to discuss you circumstances. diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-goblin-and-neo-controllers.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-goblin-and-neo-controllers.md new file mode 100644 index 0000000..eec6249 --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-goblin-and-neo-controllers.md @@ -0,0 +1,389 @@ +# Pico Neo and Pico Goblin headset and controller buttons + +Once you have [installed the Pico VR Unity SDK](/docs/pico-vr-unity-sdk-installation.md), you can begin to bind to button events from the headset and Hummingbird controller. + +## Pico Goblin & Hummingbird controller + +#### Pico Goblin Headset buttons + +The Pico Goblin headset is a 3 degrees of freedom headset and provides basic gaze-based pointer input and some additional buttons for operating system functionality. + ++ +
+ +#### Hummingbird controller + +Each Pico Goblin headset is sold with a Hummingbird input controller. The controller supports 3 degrees of freedom and provides more opportunities for the user to interact with virtual reality experiences. + +Integrating with the Hummbingbird gamepad is an **optional** step, but is highly encouraged for experiences that can make use of additional forms of input. + ++ +
+ +## Pico Neo & Neo Controller + +The Pico Neo headset is a 6 degrees of freedom headset and provides the same basic gaze-based pointer input and buttons for operating system functionality that the Pico Goblin does. + ++ +
+ +#### Pico Neo controller + +Each Pico Neo headset is sold with a single Pico Neo controller, but it also provides support for a second if you want your VR experiences to incorporate input from both of the player's hands. Pico Neo controllers support 3 degrees of freedom. + +Like the Humminegbird controller, integrating with the Neo controller(s) is an **optional** step, but is highly encouraged for experiences that can make use of additional forms of input. + ++ +
+ +## Binding to headset button input + +Pico headsets use Unity's standard `Input.GetKey` method: + +```cs +public bool Input.GetKey(KeyCode key) +``` + +It is compatible with the following key codes: + +| Button | Available on Pico Neo | Available on Pico Goblin | +|:---:|:---:|:---:| +| `KeyCode.Escape` | Yes | No| +| `KeyCode.JoystickButton0` | Yes | Yes | + + +#### Example + +```cs +public class MyClass : MonoBehaviour { + private void Update() + { + if (Input.GetKey(KeyCode.JoystickButton0)) + { + // The "confirm" button is currently pressed on the headset + } + } +} +``` + +## Binding to controller button input + +To install, drag the `Assets/PicoMobileSDK/Pvr_Controller/Prefabs/PvrController0` prefab into your scene so it appears as a child of `Pvr_UnitySDK` (at the same level as `Head`). + ++ +
+ +Then drag the `Assets/PicoMobileSDK/Pvr_Controller/Prefabs/ControllerManager` prefab into your scene. + ++ +
+ +Drag the `PvrController0 > Toast` from your scene to the **Toast** property of the **Pvr_Controller Manager (Script)** attached to the `ControllerManager`. Then, drag the `PvrController0` from your scene to the **Controller 0** property of the **Pvr_Controller (Script)** attached to the `ControllerManager`. + ++ +
+ +#### Pico Neo: Enabling a second controller + +The Pico Neo supports a second controller, which you can enable by dragging the `Assets/PicoMobileSDK/Pvr_Controller/Prefabs/PvrController1` prefab into your scene as a child of `Pvr_UnitySDK`: + ++ +
+ +Then drag `Pvr_Controller1` to the **Controller 1** property on `ControllerManager`: + ++ +
+ +#### Providing fallback headset controls + +If it makes sense for your VR app, it is a good idea to provide fallback headset controls when the Hummingbird controller is not available. All Pico headsets are sold with the controller, but users will appreciate the ability to play games when their controller is unavailable. + +You can define fallback controls using code similar to the following: + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + if (Pvr_UnitySDKAPI.Controller.UPvr_GetControllerState(0) == Pvr_UnitySDKAPI.ControllerState.Connected) + { + // Control system when controller is connected + } else { + // Control system when controller is not connected + } + } +} +``` + +## Pico controller Unity API + +### Controller indexes + +Unless you are using creating a Pico Neo experience and want to access the second controller, the `controllerIndex` parameter should always be `0` when calling any of the following API methods. + +If you do want to access the second controller, use a value of `1` instead. + +### Buttons + +#### UPvr_GetKeyDown + +Whether the current frame is the first in which key is pressed down. + +```cs +public bool UPvr_GetKeyDown (int controllerIndex, Pvr_KeyCode key) +``` + +##### Parameters & Return value + +| Name | Value | +|:---|:---| +| `controllerIndex` | The [index of the controller](#controller-indexes) you want to query | +| `key` | enum `Pvr_KeyCode {TOUCHPAD, HOME, APP, VOLUMEUP, VOLUMMEDOWN }` | +| Return value | `true` for the first frame in which `key` has been pressed down, else `false` | + +#### UPvr_GetKeyUp + +Whether the current frame is the first one after key has been released. + +```cs +public bool UPvr_GetKeyUp (int controllerIndex, Pvr_KeyCode key) +``` + +##### Parameters & Return value + +| Name | Value | +|:---|:---| +| `controllerIndex` | The [index of the controller](#controller-indexes) you want to query | +| `key` | enum `Pvr_KeyCode {TOUCHPAD, HOME, APP, VOLUMEUP, VOLUMMEDOWN }` | +| Return value | `true` for the first frame after `key` has been released, else `false` | + +##### Example + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + if (Controller.UPvr_GetKeyUp(0, Pvr_KeyCode.TOUCHPAD)) + { + // Touchpad was just released + } + } +} +``` + +#### UPvr_GetKey + +Whether a key is pressed down during the current frame. + + +```cs +public bool UPvr_GetKey (int controllerIndex, Pvr_KeyCode key) +``` + +##### Parameters & Return value + +| Name | Value | +|:---|:---| +| `controllerIndex` | The [index of the controller](#controller-indexes) you want to query | +| `key` | enum `Pvr_KeyCode {TOUCHPAD, HOME, APP, VOLUMEUP, VOLUMMEDOWN }` | +| Return value | `true` if `key` is currently pressed, else `false` | + +##### Example + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + if (Controller.UPvr_GetKey(Pvr_KeyCode.TOUCHPAD)) + { + // Touchpad is currently pressed + } + } +} +``` + +#### UPvr_GetKeyLongPressed + +Whether a long press has occurred for key. + + +```cs +public bool UPvr_GetKeyLongPressed (int controllerIndex, Pvr_KeyCode key) +``` + +##### Parameters & Return value + +| Name | Value | +|:---|:---| +| `controllerIndex` | The [index of the controller](#controller-indexes) you want to query | +| `key` | enum `Pvr_KeyCode {TOUCHPAD, HOME, APP, VOLUMEUP, VOLUMMEDOWN }` | +| Return value | `true` if `key` is has been pressed for more than 20 frames, else `false` | + +##### Example + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + if (Controller.UPvr_GetKeyLongPressed(0, Pvr_KeyCode.TOUCHPAD)) + { + // Touchpad has been pressed for at least 20 frames + } + } +} +``` + +### Touchpad + +#### UPvr_IsTouching + +Whether the touch pad is being touched (but not necessarily pressed). + +```cs +public bool UPvr_IsTouching (int controllerIndex) +``` + +##### Parameters & Return value + +| Name | Value | +|:---|:---| +| `controllerIndex` | The [index of the controller](#controller-indexes) you want to query | +| Return value | `true` if the touchpad is being touched in the current frame. | + +##### Example + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + if (Controller.UPvr_IsTouching(0)) + { + // Touchpad is currently being touched (but not necessarily pressed) + } + } +} +``` + +#### UPvr_GetSwipeDirection + +Whether a slide gesture was detected in a particular direction since the last frame. + + +```cs +public static SwipeDirection UPvr_GetSwipeDirection (int controllerIndex) +``` + +##### Parameters & Return value + +| Name | Value | +|:---|:---| +| `controllerIndex` | The [index of the controller](#controller-indexes) you want to query | +| Return value | enum `SwipeDirection {No, SwipeUp, SwipeDown, SwipeRight, SwipeLeft}` | + + +##### Example + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + SwipeDirection swipeDirection = Controller.UPvr_GetSwipeDirection(0); + + if (swipeDirection == SwipeDirection.SwipeDown) + { + // Touchpad received swipe down gesture since the last frame + } + } +} +``` + +#### UPvr_GetTouchPadPosition + +Get the coordinate of the point on the touchpad that is currently being touched. + +The y axis is from the bottom of the controller to the top, starting at 0.0 at the bottom-most point and going to 255 at the top-most point. + +The x axis is from the left of the controller to the right, starting at 0.0 at the left-most point and going to 255 at the right-most point. + +When the touchpad is not being touched at all, both axis values are 0.0. + ++ +
+ + +```cs +public Vector2 UPvr_GetTouchPadPosition (int controllerIndex) +``` + +##### Parameters & Return value + +| Name | Value | +|:---|:---| +| `controllerIndex` | The [index of the controller](#controller-indexes) you want to query | +| Return value | Vector2: Point on the x or y axis a touch is occurring | + +##### Example + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + Vector2 touchPosition = Controller.UPvr_GetTouchPadPosition(0); + + float yCoordinate = touchPosition.y; + float xCoordinate = touchPosition.x; + } +} +``` + +### Controller orientation + +#### UPvr_GetControllerQUA + +Get the rotation quaternion of the Hummingbird Controller. + +```cs +public Quaternion UPvr_GetControllerQUA (int controllerIndex) +``` + +##### Parameters & Return value + +| Name | Value | +|:---|:---| +| `controllerIndex` | The [index of the controller](#controller-indexes) you want to query | +| Return value | Hummingbird controller rotation quaternion | + +### Next: Enabling developer mode + +See [Enabling USB debugging](/docs/pico-goblin-developer-mode-usb-debugging.md) diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-goblin-developer-mode-usb-debugging.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-goblin-developer-mode-usb-debugging.md new file mode 100644 index 0000000..8ad49d1 --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-goblin-developer-mode-usb-debugging.md @@ -0,0 +1,61 @@ +# Pico Goblin developer mode & USB debugging + +In order to build your Pico VR experience to the device, developer mode and USB debugging must first be enabled. + +## Accessing the settings menu + +### Pico Neo + +To access the settings menu for the pico Neo, select the **Settings** option from the main menu. + ++ +
+ +### Pico Goblin, Goblin 2, Goblin 2 4K + +To access the settings menu on Goblin devices press "Confirm" and "Volume Down" button together to go into 2D Setting menu. + +## Enabling developer mode + +From the settings menu select the About option. Click eight times on the **PUI Version** with the controller. + ++ +
+ +Select the **Developer** or **Advanced Options** now present in the menu. + ++ +
+ +Scroll down and select **About device** + ++ +
+ +Press on the **PUI Version** 10 times. + ++ +
+ +Return to the previous menu and select the **Developer options** that is now visible. + ++ +
+ +Turn on the **Developer options** and **USB debugging** toggles. + ++ +
+ +To allow your computer to access the Goblins files you will also need to select USB configuration, and reset it to 'MTP (Media Transfer Protocol)'. + +## Next: Building to the Pico Goblin + +See [building to the Pico Goblin](/docs/building-to-pico-goblin.md). diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-payment-sdk-in-app-purchases.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-payment-sdk-in-app-purchases.md new file mode 100644 index 0000000..bdfa1d0 --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-payment-sdk-in-app-purchases.md @@ -0,0 +1,179 @@ +# Pico payment SDK and in-app purchases + +This is an optional step that is only required if your app has in-app purchases. + +## Warning + +**Currently the Payment API (required for in-app purchases) is not supported outside of China.** + +> If you wish to release your app in China with in-app purchases, you will need to submit different release builds: one with in-app purchases to be released in China and one without, for the sale outside of China. + +## Currency + +All purchases through the Pico ecosystem are done in Pico’s own virtual currency as an integer value of P-Coins. + +Buyers in the Pico ecosystems add P-Coins to their account through Pico’s website, so it does not need to be handled by your app. + +| P-Coins | Yuan | USD | +| :---: | :---: | :---: | +| 10 | ¥ 1 | $0.15 (approx - check the current exchange rate) | + +## Displaying a confirmation dialog + +The Pico Unity SDK and the Pico operating system do not provide a confirmation dialog to the user before deducting funds from the users account. It's up to you to build messaging into your app to ensure the user understands that they are about to make a purchase, and the cost of that purchase. + +Please see [Pico localisation](/docs/pico-unity-localization.md) for guidance on how to display this information to the user. + +## Creating in-app purchases + +> Before your app can create any in-app purchases, you must first have [requested credentials for your app](https://users.wearvr.com/developers/devices/pico-goblin/store-listings/) and [signed the current user in](/docs/pico-payment-sdk-user-management.md). + +To make an in-app purchase, you need to use the `PicoPaymentSDK.Pay()` method. You use it in one of two ways, depending on how you wish to register purchases. + +You must choose only one of the two methods and use it for all of your in-app purchases. The Pico platform does not support using a combination of the two. + +### Option 1: Creating purchases for pre-registered items + +Use this option when you have pre-registered a list of items that users can purchase from within your app, that have fixed prices. + +```cs +void PicoPaymentSDK.Pay(string purchaseDetails); +``` + +Where `purchaseDetails` is a string containing a serialized JSON object with the following attributes: + +| Attribute | Type | Description | +| :---: | :--- | :--- | +| `"subject"` | String | A short description of the purchase | +| `"body"` | String | A longer description of the purchase | +| `"order_id"` | String | A unique identifier for the purchase (no two purchase transactions within the same game can have the same order_id). It must be less than 64 characters - see [Generating an order id](#generating-an-order-id). | +| `"pay_code"` | String | Product code - this must match the one you have provided when registering your purchase item. | +| `"goods_tag"` | String | An optional tag to attach to the purchase. | + +> It's important the purchaseDetails *not* have a "total" attribute at all (with any value), if you use this option. + +#### Generating an order id + +To allow querying whether a user has already purchased a particular non-consumable item, you will need to make the `order_id` depend on the user's `openid` and the item's `pay_code`. You can use a function like the following to generate a MD5 hash 32 characters long: + +```cs +public string PurchaseId(string userOpenId, string itemPayCode) + +{ + string purchaseString = userOpenId + '-' + itemPayCode; + byte[] purchaseStringBytes = System.Text.Encoding.ASCII.GetBytes(purchaseString); + + MD5 md5 = System.Security.Cryptography.MD5.Create(); + byte[] purchaseHash = md5.ComputeHash(purchaseStringBytes); + + StringBuilder stringBuilder = new StringBuilder(); + + for (int i = 0; i < purchaseHash.Length; i++) + + { + + stringBuilder.Append(purchaseHash[i].ToString(“X2”)); + + } + + return stringBuilder.ToString(); +} +``` + +#### Dynamic or updating item pricing + +Although Pico allows developers to update the price of thier items after launch, the Pico payment API does not currently provide a way for apps to query the current price of items. This unfortunately means if you plan to alter prices after release, you will need to record the current value of each item on your own game server and query them that way in your app. + +### Option 2: Creating purchases with arbitrary amounts + +Use this option when you have in-app purchases that have not been pre-registered and do not have fixed prices. + +```cs +void PicoPaymentSDK.Pay(string purchaseDetails); +``` + +Where `purchaseDetails` is a string containing a serialized JSON object with the following attributes: + +| Attribute | Type | Description | +| :---: | :--- | :--- | +| `"subject"` | String | A short description of the purchase | +| `"body"` | String | A longer description of the purchase | +| `"order_id"` | String | A unique identifier for the purchase (no two purchase transactions within the same game can have the same order_id). It's up to you how you generate this, but it must be less than 64 characters. | +| `"total"` | Integer | The total price of the purchase in P-coins. | +| `"goods_tag"` | String | An optional tag to attach to the purchase. | + +> It's important that the purchaseDetails not have a "pay_code" attribute at all (with any value), if you use this option. + +## Processing the purchase response + +To receive the purchase response, define a `QueryOrPayCallback()` method on the PicoPayment GameObject script you added earlier. + +```cs +void QueryOrPayCallback(string result); +``` + +Where `result` is a string containing a serialized JSON object representing the result of the purchase request, with the following attributes: + +| Attribute | Type | Description | +| :---: | :--- | :--- | +| `"code"` | String | A code indicating the status of the request. | +| `"msg"` | String | A description of the response status. Use"code" to check the status of the request rather than this attribute. | + +> The response does not reference what was purchased, so your app will need to record this information before making the request to the Pico servers. When the purchase response arrives, if the purchase was successful, your app can then determine which item to unlock. + +#### Successful purchase response + +| Response (after being parsed as JSON) | Description | +| :---: | :--- | +| `"code": "12000", "msg": "PAY_SUCCESS"` | Payment succeeded. Your app can now give access to the purchased item. | + +#### App purchases error handling + +The following responses should be handled by your app: + +| Response (after being parsed as JSON) | Description | Suggested app behaviour | +| :---: | :--- | :--- | +| `"code": "11001", "msg": "USER_NOT_LOGIN_OR_EXPIRED"` | The request to check the current user’s available balance failed because the user was not signed in. | Call `PicoPaymentSDK.Login()` to log the user in. | +| `"code": "12007", "msg": "PAY_ORDER_EXIST"` | A purchase with this `"order_id"` already exists. | Retry the purchase with a different purchase order ID. | +| `"code": "12009", "msg": "PAY_CODE_ALERADY_CONSUMED"` | The user has already purchased this non-consumable item. | Give the user access to the purchased content as if they had just completed the purchase. | +| `"code": "12003", "msg": "PCOIN_NOT_ENOUGH"` | The user did not have enough P coins. | Display a dialog with 你的 Pico 账号里没有足够的P币来完成这次购买。你可以在 Pico 网站上充值。(“Your Pico account does not have enough P-coins to make this purchase. You can top up your balance on the Pico website.”) | +| `"code": "15001", "msg": "SYSTEM_ERROR"` | An system error occurred on the server. | Automatically re-attempt the purchase. If it fails again, display a dialog with message: 未知错误,请稍后再试。("An unknown error has occurred. Please try again later.") | +| `"code": "14001", "msg": "SDK_LOCAL_ERROR"` | A local error in the Pico SDK has occurred. | Same as above. | +| `"code": "14004", "msg": "NETWORK_ERROR"` | A network error occurred. | Re-attempt the purchase. If it also fails, display a dialog saying 网络链接错误,请检查网络稍后再试。("Connection error, please check your connection and try again."). | + +#### Troubleshooting in-app purchases + +The following error conditions should not normally occur. If they do, they may indicate that the SDK has not been correctly integrated into your project. + +| Response (after being parsed as JSON) | Description | Suggested app behaviour | +| :---: | :--- | :--- | +| `"code": "11004", "msg": "MISSING_APP_PARAMETERS"` | The purchase failed because `pico_merchant_id`, `pico_app_id` or `pico_pay_key` is missing from the AndroidManifest file. | Check your AndroidManifest. | +| `"code": "15003", "msg": "SERVICE_APP_PARAMETER_NOT_MATCH"` | The purchase failed because `pico_merchant_id`, `pico_app_id` or `pico_pay_key` from the AndroidManifest file is invalid. | Check your AndroidManifest. | +| `"code": "12002", "msg": "ENTER_AMOUNT_ERROR"` | A purchase was attempted with a non-positive price. | Check the value of the `total` attribute you are using to create the purchase. | +| `"code": "12008", "msg": "PAY_CODE_NOT_EXIST"` | The `pay_code` parameter did not match any pre-registered items. | Check that you are using the correct value of this parameter and you have already registered the item.+ +
+ +View your new app credentials via the context menu: + ++ +
+ +And a dialog with your app's Pico credentials will appear: + ++ +
+ +Replace the following lines: + +``` ++ +
+ +If the user is already signed in, it immediately invokes the user information callback. + +```cs +void PicoPaymentSDK.Login(); +``` + +Example: + +```cs +#if !UNITY_EDITOR +PicoPaymentSDK.Login(); +#endif +``` + +To receive the result of the login, define a GameObject in your scene called `PicoPayment` and attach a `MonoBehaviour` script that defines a `LoginCallback` method. + +> The Pico SDK expects a GameObject called `PicoPayment` to receive callback information from the underlying operating system. This is currently hard-coded, so must match exactly or your callbacks will not be triggered. + +``` +void LoginCallback(string result); +``` + +Where `result` is a string containing a serialized JSON object representing the result of the sign in request. + +#### Response attributes + +The JSON response object has the following attributes: + +* `"isSuccess"` - `"true"` when the request has succeed, otherwise `"false"` +* `"msg"` - For successful requests, it is `"SUCCESS"`. For failed requests, it is a localized description of why the request failed. + + +Example: + +``` +{ + "isSuccess":"true", + "msg":"SUCCESS" +} +``` + +#### Logging in error handling + +The following responses should be handled by your app: + +| msg | Description | +| :---: | :--- | +| `"Network Exception,please check the network connection"` | The device is not currently connected to the internet. Display a dialog to the user with the following message, asking the user to check their connection and try again: 网络链接错误,请检查网络稍后再试。 | + + +#### Example implementation + +```cs +using LitJson; + +public class Callback : MonoBehaviour{ + public void LoginCallback(string result) { + JsonData response = JsonMapper.ToObject(result); + + if (response["isSuccess"] == "true" ) { + PicoPaymentSDK.GetUserAPI(); + } else { + if response["msg"] == "Network Exception,please check the network connection" { + // Display dialog with message ("Connection error, please check your connection and try again."): + // 网络链接错误,请检查网络稍后再试。 + } else { + // Another error has occurred - typically handled by the operating system. + // Display a dialog with message ("An unknown error has occurred. Please try again later."): + // 未知错误,请稍后再试。 + } + } + } +} +``` + +#### Logging in troubleshooting + +The following error conditions should not normally occur. If they do, they may indicate that the SDK has not been correctly integrated into your project. + +| msg | Description | +| :---: | :--- | +| `"Login exception ,missing parameters+ +
+ +Once you have [dragged the `Pvr_UnitySDK` prefab into your scene](/docs/pico-vr-unity-sdk-installation.md), open it in the Inspector. + +If you want a build that works on both the Pico Goblin and the Pico Neo, ensure **Head Pose** is set to **Three Dof**. + +Both headsets ship with a 3 DoF controller, so leave the **Hand Pose** set to **Three Dof**, regardless. + ++ +
+ +### Pico Neo: 6 degrees of freedom + ++ +
+ +If you wish to develop a build that only works on the Pico Neo *and* takes advantage of all 6 degrees of freedom, then you can set the **Head Pose** to **Six Dof** and check **Enable 6Dof Position Reset**, to allow re-centering the view using the Pico Home button works correctly. + +The Pico Neo, when enabled for six degrees of freedom supports displaying a warning boundary. By checking **Show SafePanel**, the headset will display a warning overlay if the headset moves too far from its starting position during the course of playing your experience. + +The **Use Default Range** option indicates that your app should use the default safety range of 0.8 meters from the starting position before displaying the warning boundary. + +The **Moving Ratios** sets how movement in the real world corresponds to movement within your app. The default setting is 1:1. + +## Set up Pvr_UnitySDKManager + +Many core settings of the Pico SDK as a whole can be changed inside the Pvr_UnitySDK prefab and it's attached `Pvr_UnitySDKManager.cs` component. + +In the section above it has already be reccomended that the HeadPose and HandPose settings be changed to match the apps target platform, however many other settings are worth considering here. + ++ +
+ +Head Recenter: When Head Pose is Six Dof, you can only reset position by checking “Six Dof Head Recenter”, otherwise, long press Home key can only reset controller poses. + +- Show SafePanel: When Show SafePanel is checked, safe panel will be shown when the game starts. + +- Head Pose: + 1. Three Dof, indicates that head tracking is 3 DOF, tracking only poses, not position; + 2. Six Dof, indicates that head tracking is 6 DOF, tracking both poses and position. + +- Hand Pose: + 1. Three Dof, indicates that hand tracking is 3 DOF. It tracks poses, but the position is computed based on the head pose and the data of controller sensor. The tracking scope is limited. + 2. Six Dof, the hand tracking is 6 DOF. Both poses and positions are tracked. + +- Use Default Range: The radius of the safe area, the default is 0.8 meters. There will be area prompts and visual darkening effects beyond safe range. + +- Moving Ratios:The ratio of movement, which is the ratio of moving distance in reality and moving in the scene, by default is 1 to 1. + +If you want to customize the radius of the safe region, you first need to change the private bool defaultRange=true in the pvr_unitysdkmanager.cs file to false, and then the Use Default Range will be checked. Once this has been done you will freely set the range of safe areas in the scene inspector. + +## Running in the Unity editor + +The Pico VR SDK supports running your VR app in the Unity editor. You can use this to test your progress as you complete the remaining instructions. + +While running in the editor, the following controls are available to you to simulate head movement: + +* Holding **alt + moving the mouse** simulates the user turning their head +* Holding **ctrl + moving the mouse** simulates the user tilting their head +* Holding **alt + left clicking the mouse** allows selecting between VR Mode and Mono mode + +There is currently no way to simulate button presses from the Hummingbird controller in the Unity editor. + +## Raycaster setup + +### PhysicsRaycaster + +Add a `PhysicsRaycaster` component to the `Head` camera. + ++ +
+ +## Setting up Canvases + +All `Canvas`es must be rendered in **World Space** to work with the Pico SDK and have the **Event Camera** set to `Head` inside the `Pvr_UnitySDK` prefab you added to your scene. + ++ +
+ +## Selecting an input module + +The Pico SDK provides a two build-in input modules that you can chose to use, or opt to use your own. + +### Using input modules that come with the SDK + +The two input modules included in the Pico SDK are: + +* `Pvr_UnitySDKSightInputModule`: Requires the user to look at an object or UGUI element and press the **Menu** button to trigger a click action. This is the default input module used in the `Pvr_UnitySDK` prefab and to use it, you do not need to make any changes. +* `Pvr_GazeInputModule`: Displays a time-based cursor that “completes” when a user gazes at a GameObject or UGUI element for long enough to automatically trigger a click action. To use this input module, remove all other input modules from `Pvr_UnitySDK/Event` in your scene and add `Pvr_UnitySDK/System/Event/Pvr_GazeInputModule`. Drag `Pvr_UnitySDK/System/Event/Pvr_GazeInputModuleCrosshair` into the **Crosshair** field. + +Both input modules work by raycasting on all raycastable layers from the centre of the user's point of view, and interacting with any components that implement `IEventSystemHandler`. + +> These input modules will *not* work on objects that are on layers that ignore raycasting. + +### Using your own input module + +The following example code may be a good starting point if you want to use your own input module instead of one that come with the Pico SDK: + +```cs +using Pvr_UnitySDKAPI; +using UnityEngine; +public class WEARVRInputRaycaster : MonoBehaviour +{ + [SerializeField] + private Transform headsetPosition; //Assign to 'Pvr_UnitySDK/Head' in inspector. + [SerializeField] + private Transform controller0Position; //Assign to 'Pvr_UnitySDK/PvrController0' in inspector. + [SerializeField] + private Transform controller1Position; //Assign to 'Pvr_UnitySDK/PvrController1' in inspector. + private Ray ray = new Ray(); + private void Update() + { + if (RaycastFromHeadInput()) + { + PerformRaycast(headsetPosition); + } + else if (RaycastFromHandInput(0)) + { + PerformRaycast(controller0Position); + } + else if (RaycastFromHandInput(1)) + { + PerformRaycast(controller1Position); + } + } + private void PerformRaycast(Transform rayStart) + { + ray.direction = rayStart.forward; + ray.origin = rayStart.position; + RaycastHit[] hits; + hits = Physics.RaycastAll(ray); //This can be given a maximum range, if needed. + foreach(var hit in hits) + { + //Activation code should go here. Searching for button or event components, and then actioning them, is common. + } + } + private bool RaycastFromHeadInput() + { + return Input.GetKey(KeyCode.JoystickButton0); + } + private bool RaycastFromHandInput(int handIndex) + { + if (Pvr_UnitySDKAPI.Controller.UPvr_GetControllerState(handIndex) != Pvr_UnitySDKAPI.ControllerState.Connected) return false; + return Controller.UPvr_GetKey(handIndex, Pvr_KeyCode.TOUCHPAD); + } +} +``` + +## Pointer input + +The Pico VR SDK adapts the motion of the headset or Hummingbird controller to Unity’s `Pointer*` events. This means you can attach handlers for these events in one of the usual ways: + +* Attach an `EventTrigger` with one or more `Pointer*` events +* Attach a script that implements one or more of the [Unity pointer handler interfaces](https://docs.unity3d.com/ScriptReference/EventSystems.IPointerClickHandler.html). + +### Using an EventTrigger + +Using an `EventTrigger` on your UI component or `GameObject` is the simplest way of responding to gaze-based events and show normally be the preferred method. + +Add an `EventTrigger` to your UI component or GameObject. + ++ +
+ +Add an event type and select the pointer, drag or scroll event you want to trigger a method. + ++ +
+ +If you want to call a method on a script on the current object, add it by dragging it onto your UI component or `GameObject` or by using the **Add Component** button. + +Select the object and method you want to call when the event is triggered. + ++ +
+ +### Using a pointer handler interface + +For greater flexibility, you can use a script that implements one or more of the [Unity pointer handler interfaces](https://docs.unity3d.com/ScriptReference/EventSystems.IPointerClickHandler.html) and attach it to your UI component or GameObject. + +For example, a script that responds to when the center button is pressed on the headset has the following structure: + +```cs +public class CanvasComponent : MonoBehaviour, IPointerClickHandler + { + void OnPointerClick(PointerEventData eventData) + { + + } + } +``` + +Either drag your script onto your UI component or GameObject to add it as a component, or use the **Add Component** button and search for it. + +### Next: Binding to buttons + +See [Pico headset and controller buttons](/docs/pico-goblin-and-neo-controllers.md). diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-vr-unity-sdk-installation.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-vr-unity-sdk-installation.md new file mode 100644 index 0000000..d2c2f75 --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/pico-vr-unity-sdk-installation.md @@ -0,0 +1,113 @@ +# Pico VR Unity SDK Installation + +## Importing the unitypackage + +The Pico Unity VR SDK comes as a .unitypackage that you can import into your project via the **Assets › Import Package › Custom Package...** menu option in Unity. + +You can download the Pico VR Unity SDK from WEARVR. You will be asked to create or sign in to your developer account. + ++ +
+ +This will add a number of directories to your project: + ++ +
+ +Delete the existing `MainCamera` from your scene and drag the prefab `PicoMobileSDK/Pvr_UnitySDK/Prefabs/Pvr_UnitySDK.prefab` in to replace it. If necessary, reposition the new camera prefab to where the old one was. + ++ +
+ +## Differences between Unity versions + +Unity2017.2.0 compilation requires setting target API level to Android 6.0. + +The project package name can be dependent on Player Setting or to AndroidManifest. In Unity 5.x it is dependent on AndroidManifest, and in Unity2017 or above is dependent on Player Setting. + +There may exist difference of FPS frame rates between different Unity versions. If performing a Unity version upgrade it is worth testing any changes on device to ensure that the project has not been badly affected. + +## Project settings + +### Enable 32-Bit display buffer + +Some games can only run normally when Use 32-bit Display Buffer in Player Settings is checked during integration. It is recommended that this be enabled wherever possible. + ++ +
+ +### Disable multi-threaded rendering + +Open **Edit › Project Settings › Player**. In the Android tab, uncheck **Multithreaded Rendering** + +When multi-thread rendering is active, the frame rate is improved, but there are restrictions on the use of multi-thread rendering that can cause unpredictable and unwanted behaviour. For this reason it is advised to have it disabled. + ++ +
+ +### Disable the splash screen + +As the VR cameras only initialise after the splash screen has been displayed, the splash image does not display correctly in the headset. + +If you are using the premium version of Unity, it is recommended to disable the splash screen and set the static splash image to a solid black image in **Project Settings**. + ++ +
+ +### Disable bundled Unity VR SDKs + +Depending on the version of Unity you are using, the **Virtual Reality Supported** option can be found in **Other Settings** or **XR Settings**. Make sure it is **NOT** checked to avoid conflicts with the Pico VR SDK. + ++ +
+ +## Quality Settings + +Open **Edit › Project Settings › Quality** and change the following settings: + +### Turn off vertical sync + +In the **Other** section, change **V sync Count** to **Don’t Sync** + ++ +
+ +## AndroidManifest.xml file + +If your project does not already have a `Assets/Plugins/Android/AndroidManifest.xml` file, you can use the one installed by the Pico SDK unity package. + +If you already have an `AndroidManifest.xml` file in your project, you will need to manually merge in the values found in the unity package's `AndroidManifest.xml`. Please do not allow Unity to automatically consolidate other AndroidManifest files with the file provided by Pico, as it rarely does so successfully. + +The necessary parts of the Pico AndroidManifest,xml to implant into an existing manifest are: + +Pico all-in-one VR projects import special meta-data, necessary for the app to be displayed properly. + +`+ +
+ +Select the **Developer** or **Advanced Options** menu item: + ++ +
+ +Scroll down to the **Developer Options** menu item and select it: + ++ +
+ +Scroll down and click on **Set Country Code**: + ++ +
+ +Click on the input box on the dialog that appears and enter the passphrase for your device (that WEARVR has given you) using the on-screen keyboard and select **OK**: + ++ +
+ +Click on the input box below **Set Country Code** (it may appear hidden) and enter **CN** using the on-screen keyboard. Then select **CN** from the drop-down + ++ +
+ +Your device is now set to use the Chinese Pico Store and is configured to use the Simplified Chinese language. + +You will likely want to [change your language back to English](/docs/changing-pico-goblins-language-setting.md). You can use the button and menu item positions shown to navigate without needing to read Simplified Chinese. + +You should now be ready to test your app's in-app purchases. + +## Testing your app's in-app purchases + +Ensure you are not already logged in to a user account on the device by checking the main menu displays the **Login** menu option to the right. If not, select the user account and proceed to sign out. + +> It is not currently possible to wipe the test account's purchase history, so if your app has in-app purchases that are *not* consumable, you will get only one chance to test the successful purchase of your item. **Make sure you have adequate code and logging in place** to verify all that you need to before attempting to make the purchase. + +Open your app and attempt to make an in-app purchase. A sign-in dialog should appear, where you can use the credentials that WEARVR have given you for a test account. + +For a successful purchase, you should be returned to your app, with the purchased item now available. + +## Next: Submitting your app + +See [submitting your app](/Readme.md). + diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/troubleshooting.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/troubleshooting.md new file mode 100644 index 0000000..d91153c --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/troubleshooting.md @@ -0,0 +1,58 @@ +# Troubleshooting Pico VR + +## Error: This device does not support this applications + +If you get the following error when you attempt to run your experience on a Pico Goblin: + ++ +
+ + +Check that you have the [camera set to three degrees of freedom](/docs/pico-vr-camera-setup.md#pico-goblin-3-degrees-of-freedom). + +## Compilation problems + +If your application behaves unusually when compiled, try checking the **Use 32-bit Display** buffer option in Player Settings. + ++ +
+ +## UGUI problems + +If you are having trouble with **UGUI** and you’re using a version of Unity below Unity 5.3.5 P5, try updating to a compatible version or higher as outlined by your current Pico SDK documentation. + +## Application freezes when minimised and reloaded + +If you’re using a version of Unity below Unity v2017.1.1, and are using a Pico SDK v2.7.4 or above, some technical issues may be present when minimising your app. It is strongly reccomended that you update your app to run on a newer version of Unity, as specified by your current Pico SDK doumentation. + +## Frame rate or performance issues + +Try reducing the quality settings in **Edit › Project Settings › Quality**. + +Check the Simple level in the Android column. + ++ +
+ +The documentation within the Pico SDK has a recommended range for what they consider acceptable ranges of frame-rate covered in their FAQ. They also document what they consider a reasonable amount of resources that their devices can consume before issues may start to arise. +As of Pico SDK v2.7.5 frame rates of 45+ frames per second are considered ideal, with 30 FPS being considered the minimum acceptable for a finished project. + +## Quitting an application on my Goblin2 device causes a black screen when I try to reload + +Please make sure that your headset is updated to the newest version. This was a common issue but was solved with the 2.7.7 version of the Pico SDK. Some headsets distributed to developers may not yet be updated. + +Another reason for this issue to appear is because of incompatible .NET versions. +In **'Player Settings > Other Settings > Configuration'** change **'Scripting Runtime Version'** to '.Net 4.x Equivalent', and **'API Compatibility Level'** to .NET 4x. + ++ +
+ +## Rotating my head 45 degrees to the left or right causes eye flickering issues. + +Please ensure that your applications default orientation is set to 'Landscape Left' in **'Player Settings > Resolution and Presentation > Orientation > Default Orientation'** +Please also ensure that no code is changing this orientation. +Within the Pico SDK changing the orientation to anything else will cause visual issues, which may persist even if the orientation is corrected afterwards. diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/upgrading-pico-goblin-operating-system-firmware.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/upgrading-pico-goblin-operating-system-firmware.md new file mode 100644 index 0000000..6f236fb --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/upgrading-pico-goblin-operating-system-firmware.md @@ -0,0 +1,106 @@ +# Upgrading Pico Goblin operating system firmware + +Currently the latest version of the Pico Goblin OS is 2.3.0. This is the lowest version of the OS your app will need to support. + +## Prerequisites + +To upgrade a Pico Goblin device's operating system and firmware, you will need: + +* A Pico Goblin device that is *fully charged* +* A Micro-SD card 1GB or larger, formatted as FAT32 +* A computer to download the file and place it on the Micro-SD card +* A WEARVR developer account + +## Checking the current Pico OS version + +On the Pico Goblin device's home screen, select the **Settings** option on the right of the screen: + ++ +
+ +Select **About** from the settings options: + ++ +
+ +View the **PUI Version**: + ++ +
+ +Compare the PUI Version to [latest version of the Pico Goblin operation system available](https://users.wearvr.com/developers/devices/pico-goblin/resources/firmware). + +## Upgrade instructions + +If you have not already, download the [latest version of the Pico Goblin operation system and firmware](https://users.wearvr.com/developers/devices/pico-goblin/resources/firmware). + +**Do not** extract the .zip file and do not rename it. + +Check that your Micro-SD has been formatted using FAT32. If not, re-format it using your tool of choice. + +Create a folder at the root of your Micro-SD card called `dload`. + +Move the .zip file you just downloaded into this folder. + +Eject the Micro-SD card and push it into the Micro-SD slot at the bottom of the Pico Goblin headset until you hear a click. Be careful to correctly orient the SD card: it should not stick out at all once it has been fully inserted. + +Select the **Libary** menu option: + ++ +
+ +Open the **System Update** app: + ++ +
+ +> Do **not** press the power button or remove the Micro-SD until the upgrade is complete or you may damage the device. + +Select the **Offline Update** option and follow the instructions. + ++ +
+ +Once the device has updated and restarted, you now have the latest version of the Pico VR operating system and firmware installed. + +You can now remove the Micro-SD card from the headset. + +## Troubleshooting + +If the device does not detect the updated operating system file on the Micro-SD, check that the file has its original name and is a directory called `dload`, at the root of the Micro-SD card's file system. + +If that has no effect, try the following steps: + +Open settings: + ++ +
+ +Select the **Developer** or **Advanced Options**: + ++ +
+ +Select the **Storage & USB**: + ++ +
+ +Select the Micro-SD card: + ++ +
+ +Navigate to the `dload` directory. If there are two files that appear in that directory with the same name, delete the one with the smaller size (usually around 4kb). + +Re-attempt the instructions above. diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/upgrading/upgrading-from-v2-3-0-to-v2-7-4.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/upgrading/upgrading-from-v2-3-0-to-v2-7-4.md new file mode 100644 index 0000000..b844535 --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/upgrading/upgrading-from-v2-3-0-to-v2-7-4.md @@ -0,0 +1,257 @@ +# Upgrading from v2.3.0 to v2.7.4 + +### Remove old files + +Delete `Assets/Plugins/Android/Pico_PaymentSDK_Unity_V1.0.16.jar` if it appears in your project - this is replaced by `Pico_PaymentSDK_Unity_V1.0.19.jar`. + +Delete `Assets/Plugins/Android/hummingbirdservicecontroller.jar` if it appears in your project - this is replaced by `hbcserviceclient.jar`. + +Delete folders containing old SDK assets, to ensure that anything that isn't merged over dosn't remain to cause conflcits. During the upgrade new versions of these files will be imported into the asssets folder `PicoMobileSdk/`. + ++ +
+ +### Install the new unitypackage + +Download v2.7.4 of the Pico VR Unity SDK from WEARVR and import it into your Unity project + ++ +
+ +## API changes + +### Add controller indexes + +Update all references to the following methods by adding an extra first parameter value of `0` (see [Controller indexes](/docs/pico-goblin-and-neo-controllers.md#controller-indexes) for more information): + +* `UPvr_GetKeyDown` +* `UPvr_GetKeyUp` +* `UPvr_GetKey` +* `UPvr_GetKeyLongPressed` +* `UPvr_IsTouching` +* `UPvr_GetControllerQUA` + +For example: + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + if (Controller.UPvr_GetKeyUp(Pvr_KeyCode.TOUCHPAD)) + { + // Touchpad was just released + } + } +} +``` + +Becomes: + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + if (Controller.UPvr_GetKeyUp(0, Pvr_KeyCode.TOUCHPAD)) + { + // Touchpad was just released + } + } +} +``` + +### Update UPvr_GetSlipDirection references + +Update all references to `UPvr_GetSlipDirection`: + +* Rename the method call to `UPvr_GetSwipeDirection` +* Add a controller index parameter of `0` +* Remove the `Pvr_SlipDirection` parameter +* Branch on the response of the method, using the corresponding `SwipeDirection` (not the old `Pvr_SlipDirection`) + +For example: + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + if (Controller.UPvr_GetSlipDirection(Pvr_SlipDirection.SlideDown)) + { + // Touchpad received a touch gesture downwards since the last frame + } + } +} +``` + +becomes: + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + SwipeDirection swipeDirection = Controller.UPvr_GetSwipeDirection(0); + + if (swipeDirection == SwipeDirection.SwipeDown) + { + // Touchpad received swipe down gesture since the last frame + } + } +} +``` + + +### Update UPvr_GetTouchPadPosition references + +Update all references to `UPvr_GetTouchPadPosition`: + +* Remove the `axis` parameter and replace it a controller index of `0` +* Change the return type to a `Vector2` + +For example: + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + float yCoordinate = Controller.UPvr_GetTouchPadPosition(0); + float xCoordinate = Controller.UPvr_GetTouchPadPosition(1); + } +} +``` + +becomes: + +```cs +using Pvr_UnitySDKAPI; + +public class MyClass : MonoBehaviour { + + private void Update() + { + Vector2 touchPosition = Controller.UPvr_GetTouchPadPosition(0); + + float yCoordinate = touchPosition.y; + float xCoordinate = touchPosition.x; + } +} +``` + +## Use new prefabs + +Delete the existing `Pvr_UnitySDK` prefab from your scene and drag in the new one from `Pvr_UnitySDK/Prefabs/Pvr_UnitySDK.prefab`. + +[Set up your camera for UI and GameObject interactions](/docs/pico-vr-unity-sdk-instructions.md). + +Then [set up the new `Pvr_Controller`](/docs/pico-goblin-and-neo-controllers.md#integrating-with-headset-and-controller-input). + +## Updating payment API + +If your app does not integrate the Pico's user or payment API, then you can skip this section. + +### Update AndroidManifest.xml + +After updating the Pico SDK the apps AndroidManifest.xml may be rebuilt. It is reccomended that the android permissions and the values 'pico_merchant_id', 'pico_app_id', 'pico_app_key' as well at [the other values that were changed when the Pico payment SDK was first integrated](/docs/pico-payment-sdk-user-management.md) be checked. + +### Update user methods + +The JSON object passed to the `LoginCallback` callback method [has changed](/docs/pico-payment-sdk-user-management.md#logging-the-user-in) to have two attributes: `"isSuccess"` and `"msg"`. + +For example, this: + +```cs +public class Callback : MonoBehaviour{ + public void LoginCallback(string result) { + JsonData response = JsonMapper.ToObject(result); + + if (response["cancel"] != null ) { + // User closed sign in UI + } else if (response["exception"] != null ) { + // Sign in error occurred + } else { + // Access token and openID must be saved in CommonDic for user details + // request to work later + CommonDic.getInstance().access_token = response["access_token"].toString(); + CommonDic.getInstance().open_id = response["open_id"].toString(); + } + } +} +``` + +Becomes this: + +```cs +public class Callback : MonoBehaviour{ + public void LoginCallback(string result) { + JsonData response = JsonMapper.ToObject(result); + + if (response["isSuccess"] == "true" ) { + PicoPaymentSDK.GetUserAPI(); + } else { + if response["msg"] == "Network Exception,please check the network connection" { + // Display dialog with message ("Connection error, please check your connection and try again."): + // 网络链接错误,请检查网络稍后再试。 + } else { + // Another error has occurred - typically handled by the operating system. + // Display a dialog with message ("An unknown error has occurred. Please try again later."): + // 未知错误,请稍后再试。 + } + } + } +} +``` + +### Update payment codes + +Status codes for `QueryOrPayCallback(string result)` have been updated in v2.7.4 to be more concise and consistent. (You can [see here](/docs/pico-payment-sdk-in-app-purchases.md#app-purchases-error-handling) for full details of the new error codes.). + +#### Removed status codes + +If your app references any of the error codes, they have now been removed and your app will not need to handle them. + +| Old code(s) | Comments | +| :---: | :--- | +| 11002 | | +| 12001 | | +| 13001 | | +| 13002 | | +| 15003 | This code has been re-purposed (see [Altered status codes](#altered-status-codes)). | + +#### Altered status codes + +If your code references any of the old codes, you need to substitute the new ones: + +| Old code(s) | New code | Description | +| :---: | :---: | :--- | +| 10001 | 11001 | The request to check the current user’s available balance failed because the user was not signed in. | +| 10002 | 12002 | A purchase was attempted with a non-positive price. | +| 15000 | 12006 | `PicoPaymentSDK.Pay()` was called without a serialised JSON object, or one that is missing required parameters. | +| ORDER_EXIST | 12007 | A purchase with this `"order_id"` already exists. | +| PAY_CODE_EXIST | 12009 | The user has already purchased this non-consumable item. | +| PAY_CODE_NOT_EXIST | 12008 | The `pay_code` parameter did not match any pre-registered items. | +| 00000 | 14004 | A network error occurred. | +| SYSTEMERROR | 15001 | An system error occurred on the server. | +| APP_ID_NOT_EXIST, MCHID_NOT_EXIST, NOAUTH | 15003 | The purchase failed because `pico_merchant_id`, `pico_app_id` or `pico_pay_key` from the AndroidManifest file is invalid. (Note that this error code used to represent a different error - see [Removed status codes](#removed-status-codes).) | + +#### New status codes + +Your app should now reference these new codes: + +| New code(s) | Comments | +| :---: | :--- | +| 14001 | Occurs in the event that one of the operations the SDK performs fails. Your app should re-attempt the purchase and then display an error message if it fails again, asking the user to retry later. You can use the following copy in your message to the user: 未知错误,请稍后再试 | diff --git a/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/using-unity-splash-screens.md b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/using-unity-splash-screens.md new file mode 100644 index 0000000..d9e1e5a --- /dev/null +++ b/ExternalPackages/Pico2 docs/pico-vr-unity-sdk-instructions-master/docs/using-unity-splash-screens.md @@ -0,0 +1,40 @@ +# Working with the Unity splash screen + +## Professional Edition + +As of v2.7.8 of the Pico SDK it is now possible to customize the starting splash screen, using some predefined options. + +Using the menu item in **Pvr_UnitySDK -> Splash Screen** you can open the Pico splash screen editing interface. + ++ +
+ +This interface has a drop-down box allowing the user to pick between showing either a Pico, Unity, or Dynamic splash screen. The 'Ok' button will apply any changes the user makes. + +Alternatively, if splash screens are disabled under **PlayerSettings -> Splash Image -> Show Splash Screen** developers can implement their own splash screen scripts, or go without a splash screen entirely. + +## Personal Edition + +### The problem with personal-edition Unity splash screens + +Unity provides a system to display a splash screen as the app is launched and loaded for the first time. On Pico devices it is recommended that users of the professional version of Unity disable this functionality, and create their own implementation of a splash screen if necessary. However, this method does not help users of the personal version of Unity or those who are unable to create their own splash screen implementation for their own reasons. + +As stated in the [installation guide](/docs/pico-vr-unity-sdk-installation.md) the Pico SDK requires it's apps to run with XR/VR settings disabled, as it provides it's own VR implementation. This has the unfortunate effect of telling Unity to use the screenspace splashscreen, which causes the splash image to be stretched out across both the users eye displays as the app is launched. This effect is unpleasant and confusing on the eyes, and should be resolved using the method beneath. + +### Using Unity's VR Splash screen with the Pico SDK. + +> Code and technique courtesy of developer cmdr2. + +To enable Unity's XR splash screen, while still using a non-xr setting during the apps runtime apply these steps to your project. + +#### For Unity 2017+: +1. In Player Settings, set "XR Supported" checkbox to true, and pick "Mock HMD" in the headset option. +2. Set a VR Splash Screen image in Player Settings. +3. In the Start() method of any class, call StartCoroutine(SetEmptyXRDevice()) as early as possible in the game. + + IEnumerator SetEmptyXRDevice() { + XRSettings.LoadDeviceByName(""); + yield return new WaitForEndOfFrame(); + VRSettings.enabled = false; + }