Over the years I’ve been working to keep up with what’s hot in gaming. Even if it’s not a game I’m too excited about, I try to get an idea of what people dig about it. I struggle to find something that excites me not only on first impression, but also after 10 hours into it. My game of the year is undoubtedly Bloodborne for PlayStation 4, which singlehandedly sold the system for me, but it’s rare for me to find something that resonates with me so well.

For the most part I’ve been gravitating towards Nintendo’s games. These tend to be well designed and easy to jump in and jump out, without lengthy tutorials. You don’t have to put in heavy work to get some joy out of it. The multiplayer gameplay is also brings me back to Nintendo’s games, since it seems like the entire game industry outside of Nintendo has forgotten why game systems have multiple controllers. More often these days, I find myself gravitating towards older games.

My main game of the moment is Final Fantasy VII.

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These fun moments make me smile.

I played through this game when it released. I was 13 years old. After playing Chrono Trigger and Super Mario RPG, I was hooked on RPGs. I couldn’t get enough RPGs and this was by far my most anticipated game. And what do you know? It actually exceeded my expectations. I long considered this my favorite game of all time. This fact was definite until I played through Xenogears and Ico. Then, it became a toss-up. Over the years I’ve dabbled in emulated versions of FF7 but never replaying it more than the first 8 or so hours, which the first arc of the story within Midgar. It took me about 60 hours to beat it the first time, so it’s a relatively small chunk of the game. Continue Reading…

Unity GUI has a great drag and drop interface for calling public functions from your code when certain events are triggered. You can see this when using a UGUI Button script, it has an interface for calling your functions when the button is clicked. I was looking into a way to replicate this kind of drag and drop interface for my own projects and found that Unity has this functionality built in. There’s no need for custom UnityEditor scripts. I figured this out while digging through the source code for the Unity UI system.

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An Example of UGUI Button OnClick events

The beauty of having this drag and drop functionality is that it makes it easier to modify the logic of your project without having to dig into code to make changes. By partnering this with a set of specialized components, you can easily create a system for modifying aspects of your project without having to dig into code.

It’s actually quite easy to setup something like this for your own project. This is great for UI Events but also for game events (collecting items, level complete, etc.). To accomplish this all you need is to make use of the UnityEvent class. Just to be clear, these aren’t the same as the standard C# Event system.

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So you’re interested in VR development with the Samsung Gear VR. Fortunately, it’s not too difficult to get a build up and running on the Gear VR with Unity. It can, however, be an exercise in patience to figure out the steps to get started. I did some UI development work at Oculus and got accustomed with some of the hoops you need to jump through. I decided to write this guide as an attempt to clarify some of the details.

Please don’t take this guide as the absolute truth. The tools are constantly changing so some stuff may have been correct at some point but wrong at the present. Also, in the future, some things will definitely change. This is only intended as a starting point, a primer. If anything’s wrong, please let me know. There’s a lot to learn!

The Hardware

Here’s a quick rundown of the hardware that you may need and what role they play in development.

Samsung Gear VR

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The Samsung Gear VR consumer edition

You probably already know this by now, but the Gear VR is a VR headset in which you plug a specific Samsung phone into and it becomes a standalone VR device. With hardware manufactured by Samsung, and software by Oculus, it was first introduced Fall of 2014 and a few models have been released since then.

There are 3 versions of the Gear VR:

  • First Innovator Edition: Compatible with the Samsung Note 4 phone.
  • Second Innovator Edition: Compatible with the Samsung Galaxy S6 and S6 Edge phones.
  • Gear VR Consumer Edition: Compatible with the Samsung Note 5, the S6, the S6 edge and the S6 edge+ phones.

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Introducing…

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Raybeem! The first virtual reality concept from Sokay. It’s a step towards my longtime dream of creating a music visualizer. I spent countless hours gazing at the Milkdrop visualizer in Winamp back in the day. I had no clue how it worked – back when I just starting to dive in Flash ActionScript.

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Here’s my homie giving Raybeem a shot on the Samsung Gear VR.

My concept for Raybeem started with imagining how great it could be if you didn’t need another person to give you a personal lightshow if you were at a rave. And what if you could take all of that great visual and aural stimuli with you anywhere? What if you never had to leave your couch to experience a spectacular show?

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Above is a screen-capture of the playback controls. In the prototype, you can cycle through 5 embedded tracks. I tested using some of my favorite copyrighted tracks. I also got permission from the homies Eezir and Cryptic Circuitry to use their music in the final build. Each track has a different effect on the environment around you. Eventually I’d like the user to be able to load in their own library.

Here is a rough video demonstrating what it looks like on a 2D screen, from within Unity:

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