SteamVR/Environments/Checklist: Difference between revisions

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== Overview ==
Here's a quick checklist to help make sure SteamVR Home environment has everything it needs!
Here's a quick checklist to help make sure SteamVR Home environment has everything it needs!


==== World lighting ====
== World lighting ==
* Press menu button on controller, go to 'Things' and add a prop to the scene. If the prop is correctly lit, then lighting is working properly!
* Press menu button on controller, go to 'Things' 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 [[SteamVR/Environments/Getting_Started#Add_a_light|add a light source]].
** '''Prop is completely black:''' you need to [[SteamVR/Environments/Getting Started#Add a light|add a light source]].
** '''Prop is lit on one side but black on the other:''' you need to [[SteamVR/Environments/Getting_Started#Optional:_Add_a_Cubemap|add a box cubemap]] for ambient lighting.
** '''Prop is lit on one side but black on the other:''' you need to [[SteamVR/Environments/Getting Started#Optional: Add a Cubemap|add a box cubemap]] for ambient lighting.
** '''Prop does not cast shadows on the world:'''
** '''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.
*** 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_environment is often a good idea).
*** Make sure one light source is set to cast shadows (a light_environment is often a good idea).


==== World has physical collisions ====
== 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.
* 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.
** '''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) ====
== World has sky (optional) ==
* Look around in VR. Is there a sky of some description?
* Look around in VR. Is there a sky of some description?
** '''Inky black void:''' [[SteamVR/Environments/Getting_Started#Add_a_Sky|add a sky to your scene]] - some example skies are included with SteamVR Workshop Tools. 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.
** '''Inky black void:''' [[SteamVR/Environments/Getting Started#Add a Sky|add a sky to your scene]] - some example skies are included with SteamVR Workshop Tools. 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) ====
== World has teleport areas and/or markers (optional) ==
* Teleport around with the controller trackpad - if you've [[SteamVR/Environments/Getting_Started#Place_Teleport_areas|placed teleport areas and markers]] then these should operate correctly.
* Teleport around with the controller trackpad - if you've [[SteamVR/Environments/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.
** '''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'.
** '''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'.


==== Before submitting to the Workshop ====
== Before submitting to the Workshop ==
* Once you are happy with your environment, make sure to remove any test and temporary maps from your maps directories.
* Once you are happy with your environment, make sure to remove any test and temporary maps from your maps directories.
** These are located in <code>steamapps\common\SteamVR\tools\steamvr_environments\content\steamtours_addons\[your_addon_name]\maps</code> and <code>steamapps\common\\SteamVR\tools\steamvr_environments\game\steamtours_addons\[your_addon_name]\maps</code>.
** These are located in <code>steamapps\common\SteamVR\tools\steamvr_environments\content\steamtours_addons\[your_addon_name]\maps</code> and <code>steamapps\common\\SteamVR\tools\steamvr_environments\game\steamtours_addons\[your_addon_name]\maps</code>.


==== After uploading to the Workshop ====
== After uploading to the Workshop ==
* Don't forget to sign the Workshop agreement, or others will not be able to see your work.
* 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 environment to double-check how it appears to the public. It will appear as a separate item in the in-game Environments list, with a default Steam icon.
* It's also good to subscribe to your new environment to double-check how it appears to the public. It will appear as a separate item in the in-game Environments list, with a default Steam icon.

Latest revision as of 02:19, 6 January 2024

Here's a quick checklist to help make sure SteamVR Home environment has everything it needs!

World lighting

  • Press menu button on controller, go to 'Things' 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 add a light source.
    • Prop is lit on one side but black on the other: you need to 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_environment 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: add a sky to your scene - some example skies are included with SteamVR Workshop Tools. 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 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'.

Before submitting to the Workshop

  • Once you are happy with your environment, make sure to remove any test and temporary maps from your maps directories.
    • These are located in steamapps\common\SteamVR\tools\steamvr_environments\content\steamtours_addons\[your_addon_name]\maps and steamapps\common\\SteamVR\tools\steamvr_environments\game\steamtours_addons\[your_addon_name]\maps.

After uploading to the 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 environment to double-check how it appears to the public. It will appear as a separate item in the in-game Environments list, with a default Steam icon.
  • Make sure to set it as accessible to the public once everything is ready!