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VideoRide Player with VR support

Discussion in 'New users start here - FAQ' started by Sly, Aug 23, 2019.

  1. Sly

    Sly C# Programmer & Game Developer

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    My Motion Simulator:
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    My team is busy creating a program similar to VideoRide player, but with VR support.
    We would like to play short movies with motion using telemetry files created by videoride softwares, but with VR support.

    We used QuPlay generic unity plugin that we found on the forum, but we have no idea what to do next. The program is working well in VR and the scripts from the generic plugin are also included.

    Any kind of help will be appreciated, and help us publish the app to simtools when done.
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  3. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    So are you aiming to use Unity to create an app to load a video file, use some created editor to designate motion cues and also then have playback capabilities in VR?
  4. Sly

    Sly C# Programmer & Game Developer

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    Yes, That's exactly what we are trying to achieve. We have a VR motion egg chair that we used for nolimits but the rollercoaster is not enough, so we want to expand by doing motion videos.
  5. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    In that case it seems to me the QuPlay generic unity plugin can be the foundation for the SimTools end process for playback and the rest is pure Unity development.

    For playing a VR video you could code your own or use something like VR Video Player: https://assetstore.unity.com/packages/tools/video/vr-video-player-82597

    Unity UI can be used for both the necessary screen and worldspace menus.

    The rest is coding what you want in a VR editor and save and load system for a derive motion cue file. That would need to account for things like the consistent time frame and synchronization of the video playback and motion cue systems.
  6. Sly

    Sly C# Programmer & Game Developer

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    Great, I will come back to you when we make some progress. Thanks a lot.
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  7. Sly

    Sly C# Programmer & Game Developer

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    My Motion Simulator:
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    so, we created a software to play videos in VR with motion, but we didn't touch anything on the QuPlay plugin, are we supposed to edit something or add any scripts before we build our projects? What's the next step?
    The software is fine, videos are playing
  8. Sly

    Sly C# Programmer & Game Developer

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    Do you think the application will work if we import one video and its telemetry and open it as a game that play automatically when we launch the app?
    We have a software ready, with built in videos and telemetry files inside the same folder. We want to play them with motion, any suggestion so far?
  9. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    If your unity app exports telemetry like the QuPlay example then I think that should work, as SimTools does not care that it also plays a video.
  10. Sly

    Sly C# Programmer & Game Developer

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    My Motion Simulator:
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    Great. So when it comes to creating plugin for our unity app, can we use the UDP-type-of-plugin or we'll need a specific kind of plugin like the one used for VideoRide player?
  11. noorbeast

    noorbeast VR Tassie Devil Staff Member Moderator Race Director

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    My Motion Simulator:
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    As I understood it you are creating a Unity based app to play video and output UDP telemetry, so that has nothing to do with VideoRider.
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  12. Sly

    Sly C# Programmer & Game Developer

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    My Motion Simulator:
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    We just finished creating a plugin based of Dirt-3 example plugin, the one that came with QuPlay, we also followed instruction provided by YoBuddy on how to create a plugin, and it's not working, but the app is running.