Alice 3 Worlds in VR
The Alice VR initiative will work through a standalone (compiled) unity player application. This will be used to run the students projects without them having to do anything in Unity itself. Students will continue to author their worlds in the same Alice IDE you are using today with the addition of an export button in the file drop down (this is what we used for the demos we showed at the conferences). They will then launch the player and select load world, browse to their save file, and run.
This same player will work to run Alice worlds in the unity player on desktop without VR. If the player detects VR it will launch there. Our first iteration will support Oculus (Rift and Rift S) desktop VR.
Here is our current release schedule and some more details on the goals:
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A process that students can wrap their world individually in the unity player so that they can share and distribute their projects as stand alone applications. This may require that they take our unity project (we will be open sourcing the code), loading up our code in Unity, and make a build with their saved world input in the right location. Release TBD
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Alice VR integration: : This work extends the unity player to make it work with VR cameras and input devices. We currently have the very basic integration working that translates the camera object to the VR headset. Worlds run in VR will display all of the Alice animation functionality but we have not tied in different input devices yet. We plan to begin this work in earnest once the base unity player described above is completed in October (crossing fingers).
The tentative schedule for full integration including the ability to author vr inputs through events, interface updates to incorporate VR event language, and the ability to preview active area for VR camera areas is January. After the initial release we will continue to work on supporting further platforms including stand alone vr headsets.
To use the beta you will need to download a beta version of Alice that will include the export function (it will save out a .a3w file format). You should be able to open existing worlds in this version and then save them out. You will also need to download the beta of the player.
Our initial development has made use of Steam VR so you may need to also install Steam and Steam VR. We just made a push for this version and used it at Oracle Code 4 Kids! in San Francisco this year. We are doing a little more clean up and plan to make this available next week.
We do hope that classes could get access to devices that have input devices so that their worlds can include programming events and interactivity. We are trying to promote/share available grants to get hardware when we hear of them and please share them (if initially there are ways we can partner to do so we will also let everyone know).
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