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Getting Started
Please be sure to review the licensing details for the Hover VR project. There are some scenarios where usage is free, some where usage requires permission, and others which require a formal/paid licensing agreement. In any case, don't hesitate to email the developer about your project and usage ideas!
Using a pre-packaged Hover VR build is the recommended way to get started. Download the .unitypackage
file provided in the latest release build, and import this package into your Unity project.
With a release build, you will not need any files from the code repository. Almost all of the code in the repository is compiled into the Hover VR .dll
files that get placed in the /Assets/Plugins
folder.
In the event that you need to create a custom build, note that Hover VR has a project structure that may be different than you are expecting. The files in the /Core
folder are all meant to be loaded/compiled as a Visual Studio (or MonoDevelop) solution. When the projects in this solution are compiled, it creates the .dll
files that a Unity project can use.
Please note that the nature of the Hover VR license requires any changes to the code repository to be released as open-source with a compatible license.
The Hover VR project offers various "input modules" for particular devices. It is safe to delete any .dll
files (in the /Assets/Plugins
folder) that are not necessary for your project's needs. These input module are named with the format Hover.[Common|Cursor|Cast|Board].Input.[Device name].dll
.
Of course, be sure to include the Assets/SDK for any VR or 3D input devices that your project requires. These files are not included in the Hover VR release builds.
Each interface project within Hover VR has its own detailed integration instructions:
- [Hovercursor Integration](Hovercursor Integration)
- [Hovercast Integration](Hovercast Integration)
- [Hoverboard Integration](Hoverboard Integration)
General
Features
Modules
Other