Adding more infos how to get VA with Unity running

parent 7e3c3acc
......@@ -879,18 +879,21 @@ ITA_FFT_WITH_FFTW3 (recommended)</code></pre>
Now you can activate the outdoor noise acoustics rendering module (under construction)<br /><br />
<pre><code>ITA_VACORE_WITH_RENDERER_BINAURAL_OUTDOOR_NOISE</code></pre>
</p>
<section id="build_guide_unity">
<p>&nbsp;</p>
<h5>Unity</h5>
<p>
VA provides <b>C# scripts</b> for <a href="http://www.unity3d.org" target="_blank">Unity</a>. You can connect Unity GameObjects with VA sound sources, sound receivers, signal sources, auralization modes, etc. Also, some basic interfaces to control the core (gains, muting) as well es special scripts for rendering and reproduction modules exist.<br /><br />
Either copy the entire scripts from <code>VAUnity</code> into your Assets folder or clone it directly there using <pre><code>git clone http://git.rwth-aachen.de/ita/VAUnity</code></pre>
All unity scripts require the VA C# class, which uses a C++ wrapping library called <code>VANetCSWrapper</code> together with the C# class <code>VACS.cs</code>, which can be found in the <code>VACS</code> binding project. To create it activate the C# binding<br /><br />
All unity scripts require the <b>VA C# class</b>, which uses a C++ wrapping library called <code>VANetCSWrapper</code> together with the C# class <code>VACS.cs</code>, which can be found in the <code>VACS</code> binding project. To create it activate the C# binding<br /><br />
<pre><code>ITA_VA_WITH_BINDING_CS</code></pre>
Make the <code>VANetCSWrapper</code> shared library (.dll on Windows) available in your Assets folder. Unity usually expects external libraries under the <code>Plugins</code> folder. Note, that if you build shared <code>VA</code> and <code>VistaCoreLibs</code> libraries they have to be placed next to the <code>VANetCSWrapper</code> library. The list usually comprises <code>VABase VANet VANetCSWrapper VistaAspects VistaBase VistaInterProcComm</code>, which can be found in the deploy directory inside the <code>bin</code> folder after installing VA. For further details, see the corresponding <code>README</code> files of <code>VAUnity</code>.
Make the <code>VANetCSWrapper</code> shared library (.dll on Windows) available in your Assets folder. Unity usually expects external libraries under the <code>Plugins</code> folder. Note, that if you build shared <code>VA</code> and <code>VistaCoreLibs</code> libraries they have to be placed next to the <code>VANetCSWrapper</code> library. The list usually comprises <code>VABase VANet VANetCSWrapper VistaAspects VistaBase VistaInterProcComm</code>. For convenience, these files are copied into the <code>csharp</code> folder of the deploy directory, which is created when building the <code>INSTALL</code> target (or <code>INSTALL</code> project in Visual Studio).<br /><br />
You will find this <code>csharp</code> folder in all VA packages that were build with the C# binding - just drag'n'drop it into the Assets folder (or in a subfolder commonly called <code>Plugins</code>). For further details, see the corresponding <code>README</code> files of <code>VAUnity</code> (<a href="http://git.rwth-aachen.de/ita/VAUnity" target="_blank">open in repository</a>).
<br /><br />
VA also provides <b>extensions for Unity</b> that require additional assets like <b>VRTK</b> or <b>SteamVR</b>. They have been placed into <code>VAUnityExtensions</code> to strictly separate the <code>VAUnity</code> C# scripts, which only require VA. If you are planning to use Unity with HMDs and interactive input devices, check out the VA 3D menus for the Vive that lets you control VA in Virtual Reality. You will also find templates for multi-modal experiments that can be used for alternate forced choice tests (3-AFC tests), which are common for quality assessments and perceptional threshold evaluations.
</p>
</section>
<h4>Extending VA</h4>
<p>
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