Integrating VR Builder with VRIF
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VR Builder is a tool for quickly creating sequential interactive processes, like for example tutorials, by using an
easy to use visual editor. This add-on allows to use VR Builder together with VR Interaction Framework. It
makes it possible for VR Builder to know when the user grabs something, if a lever has been pulled and so on.
This way, it is possible to replace VR Builder's default interaction framework (XRIT) with VRIF, in order to
leverage the unique strengths of the latter.
This add-on requires VR Builder version 2.2.0 or later to work.
This add-on is based on VRIF 1.81. Earlier versions might work, but they are untested.
Note: VR Builder imports the XR Interaction Toolkit as a requirement for the built-in interaction component. If
you don't need it, it is possible to remove it from the Package Manager after disabling the interaction
component.
If you are new to VR Builder, we strongly suggest getting familiar with the basics in the core documentation,
also available in the asset's folder.
Otherwise, the best way to start is probably the demo scene. A simple process will let you try all the integrated
interactions one by one, and you will be able to check the process and the objects to see how they are
configured. The first time you open the demo scene, you should do so from the menu: Tools -> VR Builder
-> Demo Scenes -> VRIF Integration. This will copy the process JSON in the StreamingAssets folder. The
process will not work otherwise.
The VR Builder demo is limited to a single table in a copy of the VRIF demo scene. You will be instructed by
the VR Builder process to interact with the objects one by one, thus testing every interaction provided.
Differences from XRIT
VR Builder's interaction framework is by default the XR Interaction Toolkit by Unity. This add-on includes
modified versions of some components so that VR Builder "understands" an interaction in VRIF instead of
XRIT. However, while the exact same conditions are used, their functionality does not map one to one. Since
the frameworks are different, interactions are handled in a different way and some components, e.g. snap
zones, offer a different feature set. These differences are listed in the property descriptions below.
At this time, the restrictive environment feature is not supported with VRIF. With restrictive environment
enabled, an object would be for example grabbable only if the user is supposed to grab it in the current step,
and could revert to non-interactable afterwards. Currently, VR Builder does not modify in any way the
interactability of an object. It will just check if it is interacted with at the appropriate times, so the process can
proceed. If you need an object to become non-interactable at some point, you will have to do that manually.
This integration includes the following properties. Most of those work with the standard VR Builder conditions
and are replacements for similar properties in the built-in XR Interaction Component. Lever and Wheel
properties are unique to this integration and allow to check the position on levers and wheels respectively
thanks to a bespoke condition.
The included Grabbable Property allows to use the standard Grab Object and Release Object conditions
with the VRIF grabbers and grabbables. Adding it to a game object will automatically add the Grabbable and
Note that a rigidbody is not automatically added to the object, as the Grabbable component can be also
used without in some cases. However, if you want a "standard" grabbable object, you should add one
manually.
An additional feature of this implementation is the possibility to require a two hand grab by ticking the
corresponding checkbox on the component itself. In this case, the object will count as grabbed only if
grabbed with both hands. Note that this does not inherently change the behavior of the object, for example
by preventing the user from grabbing it with one hand only. It only defines what VR Builder considers a valid
grab on the object.
Allows to use the Touch Object condition with VRIF. Internally, it uses the onBecomesClosestGrabbable
event to consider the object touched.
This property qualifies the object as "in use" based on the onTriggerDown event on the Grabbable Unity
Events component. It works similarly to the Usable Property in the built-in XR Interaction Component, with
the difference that the object can always be used as long as it's grabbed (i.e. this property is not locked).
These allow to use VRIF snap zones in a VR Builder process. Note that snap zones in VRIF, contrary to the one
in the built-in XR Interaction component, don't snap one specific object by default. The Snap Zone Property
does not perform any automatic configuration on the snap zone itself. Please refer to the VRIF demos and
documentation to configure the snap zones.
These can be added to a game object with respectively the Lever or Driving Wheel component. The object
can then be used in the Check Control Position condition.
Description
This condition triggers when a movable object like a lever or a wheel reaches a position within a range. The
position is normalized from 0 (down) to 1 (up) for a lever, and from -1 to 1 for a driving wheel.
Join our official Discord server for quick support from the developer and fellow users. Suggest and vote on
new ideas to influence the future of the VR Builder.
Make sure to review VR Builder if you like it. It will help us immensely.
If you have any issues, please contact contact@mindport.co. We'd love to get your feedback, both positive
and constructive. By sharing your feedback you help us improve - thank you in advance! Let's build something
extraordinary!
You can also visit our website at mindport.co