Lumberyard
User Guide (Version 1.17)

VR Box Garden Level

The VR Box Garden level shows you how to use the Lumberyard component entity system to set up a VR playspace, basic VR gameplay, and controller tracking. You use Script Canvas and Lua for VR device tracking, input events, and corresponding gameplay events.

For more information about installing the project that includes the VR Box Garden level, see Virtual Reality Samples Project.

VR Device Tracking and Controller Gameplay

The VR Box Garden level uses the following:

  • Input Configurator entity – Handles VR device tracking and input events.

  • Input component – Defines input events that are initiated when you use the trigger button on the Oculus or Vive motion controllers.

  • Lua Script component – Uses the vrdevice_tracking.lua script to track the movement and orientation of the VR controllers. Passes the transforms to specific controller entities.

The level uses a controller_right.slice for the right controller and a controller_left.slice for the left controller. These controllers listen for input events and spawn projectiles when an event is detected. The projectile entities use the Script Canvas component to move forward.

All slices for the VR Box Garden level are located in the lumberyard_version\dev\VirtualRealityProject\slices directory.

The VR Box Garden level uses the following scripts:

  • vrdevice_tracking Lua script – Matches the in-game movement and orientation of the controller entities with the physical controllers.

  • input_play_sound Lua script – Plays a spawning sound when an input event is triggered. The Lua Script component specifies the sound to play.

    Note

    To play sound correctly, you must add both the Audio Proxy component and the Audio Trigger component on the entity.

  • Script Canvas graph – Spawns a projectile. The Spawner component specifies the dynamic slice to spawn. This graph is on the controller entity. In the Input Handler node, the Event Name is the event that is defined in the Input Configurator.

VR Playspace

The level's playspace includes the following:

  • Base – Uses the Playspace_Base entity that has a vrplayspace_base.lua script. The Lua script adjusts the scale of the static mesh to match the dimension of the VR playspace. The dimension is derived from the position of four corners of the playspace from the VR device.

  • Posts – Spawns at runtime from the Playspace_Posts entity. This entity uses a Lua script to calculate the number and position of posts, and spawn the posts along the playspace edges at a fixed interval.

  • Corners – Uses a Lua script to locate the corner position and move to the correct position. There are four entities, one for each corner. You can use the Lua script to assign a number for each corner.

Example of the playspace area in the VR Box Garden level.

Procedurally-Spawned Stacking Boxes

The level uses six Box Spawner entities with the random_spawner.lua script to demonstrate how to procedurally generate a specified number of boxes at runtime. These boxes are used in-game as shooting targets.

You can modify the following parameters in the Spawner component to affect random generation.


                Spawner component parameters in the VR Box Garden
                    level.

For more information, see Spawner Component Properties.

To enable triggering spawn events, you can add a Lua Script component to the entity with the Spawner component attached. The spawned box uses a dynamic slice called greybox.slice.


                Lua Script component parameters to trigger spawn
                    events.