Here is where the user manual goes. Graphic Interface explanation. How to do specific things inside your application, etc
How to use it
You should use the calibration software to generate a file describing your setup. The file "Calibration.xml" will need to be placed at the "StreamingAssets" folder of your project.
- Import the KAVE plugin into your project
- Add the VRManager prefab to Hierarchy
- Game cameras should be disabled as VRManager will create its own
- Place the "Calibration.xml" that the calibration software generated in the "StreamingAssets" folder of your project.
- The location of the VRManager will match the calibration reference frame origin, so it's important where you place it/move it keeping this in mind, vertically it should be placed on the floor of the virtual scene so that the it matches the real world floor.
- By default, the plugin is set to view only the "default" layer, you can customize which layers to render by changing the culling mask of the prefab "User View Camera" (other visual effects can be added to this prefab like any normal unity camera).
Using the Calibrator
The plugin needs a calibration file, to generate this file you can use the calibration software, a calibration guide is included in the archive.
Controls Mid-click: Pan camera ALT + Mid-Click: Orbit camera Spacebar: Select objects W: Translate objects E: Rotate objects R: Scale objects X: Change transform space (Global or Local)
When an object is selected, the gizmos with selected tool is shown.
Adding objects Unlimited surfaces, unlimited projectors and only one sensor is able to be in the scene simultaneosly. Deleting objects is not allowed, but you can restart the scene with the Reset button in the left of the main view.
Save and Load file The configuration file is located in "../KaveCalibrator_Data/calibration.xml" if you want to load an existing file, you should move the file to the specified path with the name "calibration.xml". If you have started a new scene, the saved file will be in the same location.
Follow these steps in the following order:
- Press "Surface" to add one
- Select it
- Adjust its Position, Rotation and Scale to match your projection screen position orientation and size precisely (in meters). You can use the edit boxes or the toolbar to manipulate it
- Go back to step 1 until you have all your room projection surfaces represented
- Press "Projector" to add one
- Select it
- Adjust its Position and Rotation to roughly match your projector
- Press “ON/OFF Camera”
- If the projection is not being displayed on the desired display press “CLOSE VIEW” and change the target display of the projector on its slider to the desired display, you can use the “ON/OFF Camera” to check
- Once the projector is active on the correct display, press the corresponding number on the keyboard (1 to 8), and use the black circle as mouse cursor to drag the green circles to the corners of your projection surfaces in the real world. The red polygon should completely cover your projection surface. Interaction needs to be done with the black circle as mouse cursor as Unity mouse position is limited for multidisplay
- Press “Close View”
- Select the surface that is the target of that projector and also change its display to the same target number as the projector
- Go back to step 1 until you have all your projectors have been calibrated
- Press “Sensor”
- Change the its Display to the same as the projector that is projecting on the floor
- Have someone stand over the projection floor
- Adjust the Position x and y, and orientation y of the sensor until the feet represented on the projection are directly below the person’s feet
SAVE and put the file "calibration.xml" in the "StreamingAssets" folder of your project.