googlevr / tilt-brush
- пятница, 29 января 2021 г. в 00:27:01
C#
Tilt Brush is licensed under Apache 2.0. It is not an officially supported Google product. See the LICENSE file for more details.
The Tilt Brush trademark and logo (“Tilt Brush Trademarks”) are trademarks of Google, and are treated separately from the copyright or patent license grants contained in the Apache-licensed Tilt Brush repositories on GitHub. Any use of the Tilt Brush Trademarks other than those permitted in these guidelines must be approved in advance.
For more information, read the Tilt Brush Brand Guidelines.
Get the Tilt Brush open-source application running on your own devices.
Support/bin directory)Tilt Brush is a Google trademark. If you intend to publish a cloned version of
the application, you are required to choose a different name to distinguish it
from the official version. Before building the application, go into App.cs and
the Player settings to change the company and application names to your own.
Please see the Tilt Brush Brand Guidelines for more details.
Follow these steps when running the application for the first time:
/Assets/Scenes/Main.unity. Unity should automatically prompt you to
import TextMesh Pro.These steps have been tested with Release 1.0.54.
Although it's possible to build Tilt Brush using the standard Unity build tools, we recommend using a build script to ensure the application builds with the correct settings. To run this script, go to Tilt > Build > Do Build, or build from the Tilt Brush build window by navigating to Tilt > Build > Build Window.
Note: The application may take a while to build the first time.
Use the build script in the Support/bin directory to specify the target
platform and the build options you wish to enable. Run build —help to see the
various build options.
You should be able to get the basic version of Tilt Brush up and running very quickly. The following features will take a little more time.
Note: Uploading to Poly has been removed completely and cannot be added back in, because it uses an internal Google API. Download from Poly can still be enabled.
Some systems in Tilt Brush were removed or replaced with alternatives due to open-source licensing issues. These are:
Set up Google API support to access Google services in the app.
Follow these steps when enabling Google service APIs:
Create a new project in the Google Cloud Console.
Enable the following APIs and services:
Note: The name of your application on the developer console should match the
name you've given the app in App.kGoogleServicesAppName in App.cs.
Follow these steps when creating a Google API key:
The OAuth consent screen asks users for permission to access their Google account. You should be able to configure it from the Credentials screen.
Follow these steps when configuring the OAuth consent screen:
Fill in the name and logo of your app, as well as the scope of the user data that the app will access.
Add the following paths to the list of scopes:
../auth/drive.appdata../auth/drive.fileThe credential identifies the application to the Google servers. Follow these steps to create an OAuth credential:
Follow these steps to store the Google API Key and credential data:
Assets/ directory called Secrets that contains
a Secrets field. Add a new item to this field.Google as the service. Paste in the API key, client ID, and client
secret that were generated earlier.Note: Tilt Brush is a Google trademark. If you intend to publish a cloned version of the application, you are required to choose a different name to distinguish it from the official version.
Tilt Brush targets SteamVR instead of Oculus by default. Follow these steps to enable native Oculus support:
Note: The above link goes to version 1.41, which the official version of
Tilt Brush was built with. Later versions have not been tested. You only need to
include the Platform and VR subdirectories when you import.
OCULUS_SUPPORTED in Scripting Define Symbols. Add it to the
end of the list and use a semicolon to separate it from the previous define
commands.Follow these steps to build your app for Oculus Quest:
OCULUS_SUPPORTED in Scripting Define Symbols in the Android
tab of Player Settings, under Other Settings. Add it to the end of
the list and use a semicolon to separate it from the previous define
command.Builds/OculusMobile_Release_TiltBrush_FromGui/.adb install com.google.tiltbrush.apk.Follow these steps to publish to Oculus stores:
Secrets file. Both Oculus and OculusMobile should
have their own entries.Client ID field for each.The Tilt Brush intro sketch uses some slightly modified shaders to produce the
animating-in effect while the sketch fades in. For faster loading, the intro
sketch is turned into a *.prefab file beforehand. Only the shaders used in the
intro sketch have been converted to work with the introduction.
Support/Sketches/Intro. There
are two versions, one for PC and one for mobile.*.prefab files are located in Assets/Prefabs/Intro.Assets/Materials/IntroMaterials.Assets/PlatformConfigPC and Assets/PlatformConfigMobile files
reference the *.prefab files that will be used in the intro.Follow these steps to replace or alter the intro sketch:
SceneParent/Main Canvas. Select any of the Batch_... objects to check whether they have
the intro materials set.Batch_ out from under the Main
Canvas node.*.prefab file called gameobject_to_prefab.
under the Assets/TestData folder.Assets/Prefabs/Intro folder.Assets/PlatformConfigPC and
Assets/PlatformConfigMobile to point to your new prefab file.You may want to have a pared-down version of the intro sketch for the mobile version of the app. Stroke simplification is located in the Settings menu inside Tilt Brush.
Follow these steps to enable Sketchfab support:
Secrets file.You will need to build C# wrappers for the Autodesk FBX (the Autodesk filebox format) SDK in order to import or export FBX and OBJ files in the app. See Support/fbx/README.md for details.
Follow these steps to enable camera path support:
CameraPathCaptureRig.RecordPath().To get video support you will need to put an ffmpeg.exe binary in to
/Support/ThirdParty/ffmpeg/bin. We have created a script to build one for
you - it temporarily requires around 2GB of space to build but will clear up
after itself.
Follow these steps to get video support:
/Assets/PlatformConfigPC and add 'Video' to 'Enabled Multicam Styles'.
'Snapshot' should always be enabled.If you add video support, you may encounter a bug where the "Looking for audio" and "Play some music on your computer" text will disappear if the controller is angled too far. Fix this by doing the following:
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader
file.TMP_SDF-WriteDepth.shader.TextMeshPro/Distance Field to
TextMeshPro/Distance Field Depth.Zwrite Off to Zwrite On./Assets/Fonts/Oswald-Light SDF.asset.Atlas & Material, double click Oswald-Light SDF Material.Shader from TextMeshPro/Distance Field
to TextMeshPro/Distance Field Depth.When the user records a video from a saved sketch in Tilt Brush, a .bat file
is generated next to the .mp4 for offline rendering support. This .bat file
requires the path to the executable of Tilt Brush. The code for writing out this
path to the file has been removed.
Follow these steps to restore the path:
Assets/Scripts/Rendering/VideoRecorderUtils.cs in a code or
text editor.CreateOfflineRenderBatchFile near the bottom of the
file.GIF support was removed for licensing reasons. To get GIF support, integrate your own system by following these steps:
Assets/Scripts/Gif Creation/GifEncodeTask.cs.Assets/PlatformConfigPC and Assets/PlatformConfigMobile. Add
Auto GIF and/or Time GIF to Enabled Multicam Styles.The released PC build had the following settings:
The released Quest build had the following settings:
Experimental mode is where features live before they are ready to be released in a production build. This mode enables the experimental brushes and experimental panel while disabling the intro sequence.
New features and brushes that you find in experimental mode may not work as expected. Sketches that use experimental features and brushes won't work on Poly or Sketchfab, and may break if loaded into production versions of Tilt Brush.
Follow these steps to turn on experimental mode:
The Tilt Brush build system will then set up the experimental flag as needed when you make a build.
Code in experimental mode is usually surrounded by the following block:
# if (UNITY_EDITOR || EXPERIMENTAL_ENABLED)
if (Config.IsExperimental) {
// Experimental code goes here
}
# endif
In the editor, all you need to enable experimental mode is to turn on the
experimental flag. The EXPERIMENTAL_ENABLED scripting definition needs to be
set, or the code will not be compiled into the build at all. This prevents
unfinished features from being accessed by people who hack or decompile the
executable.
Experimental brushes and environments are located in the Assets/Resources/X
folder. They are not included in non-experimental builds.