Destinations/Destinations Checklist: Difference between revisions

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(Quick checklist - will add more as they come up!)
 
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== Overview ==
#redirect [[SteamVR/Environments/Checklist]]
 
With the recent addition of multiplayer support to Destinations, with player avatars and physics props, some previously optional things have become much more important. Here's a quick checklist to help you through these requirements!
 
==== World lighting ====
* Press menu button on controller, go to 'Props' and add a prop to the scene. If the prop is correctly lit, then lighting is working properly!
** '''Prop is completely black:''' you need to [[Destinations/Getting_Started#Add_a_light|add a light source]].
** '''Prop is lit on one side but black on the other:''' you need to [[Destinations/Getting_Started#Optional:_Add_a_Cubemap|add a box cubemap]] for ambient lighting.
** '''Prop does not cast shadows on the world:'''
*** Go through the unlit shader materials used for your world geometry and set them to receive shadows but not cast them.
*** Make sure one light source is set to cast shadows (a [[light_directional]] is often a good idea).
 
==== World has physical collisions ====
* Add a physics prop to the scene using the in-game menu and let it fall towards the floor. If it rests on the floor, you have collisions! Throw the prop around to test further.
** '''Prop falls through world:''' On model import, set the "Collision type" drop down to "Collision using exact geometry". You can re-import the model over the old one using the same name, but you will need to redo any changes you made to its materials.
==== World has sky (optional) ====
* Look around in VR. Is there a sky of some description?
** '''Inky black void:''' [[Destinations/Getting_Started#Add_a_Sky|add a sky to your scene]] - some example skies are included with Destinations. There are also a few modelled skyspheres you can place into your scene by dragging them in from the asset browser. Make sure scale and position is set appropriately.
==== World has teleport areas and/or markers (optional) ====
* Teleport around with the controller trackpad - if you've [[Destinations/Getting_Started#Place_Teleport_areas|placed teleport areas and markers]] then these should operate correctly.
** '''Teleport area is shown all the time:''' select it in Hammer, click 'Tie Selected Meshes to Entity' and type [[vr_teleport_area]] into the object type field.
** '''Can teleport to places outside highlighted area:''' change to 'Mesh' selection mode in Hammer, click on the teleport area and in the object properties make sure 'Physics Type' is set to 'Mesh'.
 
==== After uploading to Workshop ====
* Don't forget to sign the Workshop agreement, or others will not be able to see your work.
* It's also good to subscribe to your new Destination to double-check how it appears to the public. It will appear as a separate item in the in-game Destinations list, with a full name and thumbnail and without a folder icon in the corner.
* Make sure to set it as accessible to the public once everything is ready!

Latest revision as of 15:25, 28 June 2017