Week 1 Progress

As a requirement to qualify for Oculus Launch Pad scholarship, each participant is required to have a weekly blog post at Oculus forum. Since it’s not visible for non-participants, I will have a copy of it on this site as well. Here it is for this week:

Hello, I am a 3D environmental artist who also been teaching myself Unity development so I can make my own games and VR/AR experiences. I met so many brilliant and wonderful people at the Oculus Launch Pad (OLP) boot camp, and learned a lot. There were many great ideas and I’m looking forward to see them into fruition.

About my project:
EnlivenVR (working title) is an interactive relaxation experience for mobile VR platform, where users can take a break from their busy life and escape to virtual safe space, surrounded by their favorite creatures and soothing sounds, while laying on their back in a comfortable place like a bed or a sofa.
By mainly using gaze selection and head movement, users can interact with the environment. Tap and Gear VR controller will be implemented as well to give audience more input options.
I am hoping that after 10-15 minutes of using the app, users feel more relaxed, refreshed and in a better mood to face the rest of their day.

Why this (VR) project:
Gaze-based interaction in mobile VR is something I have been trying to explore. The first VR system I tried to build for was Google cardboard, since I only had access to android phone at that time. I got myself a cheap paper cardboard viewer, and for some reason the clicker did not work with my phone. As a result, I would have to put my finger by the viewer’s nose opening and tapped the phone screen that way. It was really uncomfortable, and I wished I had super power to click with only my gaze.

During a local VR meetup, I had a conversation about this gaze-click interaction with a lady who was really interested in this idea. She has spinal muscular atrophy, a genetic disease affecting part of the nervous system that controls voluntary muscle movement. On some bad days she was unable to use her arms and legs. This type of control would enable her to still interact with the virtual world even as her limbs refused to listen to her brain.

In another VR meetup, there was a conversation about accessibility. One of the problems mentioned was how to accommodate for people who were bedridden. We talked about ways to set up different cameras to make  people laying on a bed feeling like they’re standing up or sitting straight.

As I started thinking of a product when writing pitch document in preparation for OLP Bootcamp, these things came back to me. I was thinking, why don’t we make an experience for users who lay flat on the ground, a bed or a sofa, without using their hands. Instead of creating complex camera systems, why can’t we just make the interaction happening above the users, where their gaze can reach. This way, I can target both people who needs accessibility and those who are just too lazy to move their arms.

Why relaxation experience? I believe mental health is important. In our current political climate, I feel anxious and depressed more often than usual, and I know a lot of people also who have similar issues. As someone who had been through severe depression, sometimes it takes a lot of willpower just to get out of bed in the morning. I am hoping to create a tool for people like me and help finding that extra energy, extra push to face the day. I’ve read articles about successful people who also spend some time in their daily life to relax and meditate before starting their day.

Progress of week 1:
1) Hardware & software setup
The first thing I did with the Samsung phone was enabling developer mode and removing unnecessary bloatware, then install necessary apps that were needed for development. I already have the latest Unity and Android/Java SDKs installed on my work machine from previous projects, so I downloaded Oculus Utilities for Unity and VR examples.

2) Learn how to build simple scene
Before going crazy with building levels and behaviors in Unity, I needed to learn how to deploy GearVR app to the phone first. So I created a simple scene with a cube, a OVR camera and build it. I noticed unlike for Google Cardboard, GearVR app actually try to detect for the hardware before it can be loaded.

3) Playtest and analyze different existing GearVR apps, especially something with similar theme
At first I downloaded several free apps and 360 videos especially the ones mentioned during Launchpad presentations, like Zero Days VR, In the Eyes of the Animals, Face Your Fears, and Strangers with Patrick Watson. Then Oculus summer sale was happening, yay! For experiences, I downloaded Relax VR, Jurassic World: Apatosaurus, Singularity, Land’s End,  A Night Sky and Bait!. I found similar design elements as my project in Relax VR, A Night Sky and Bait!, which is a good thing.

4) Explore Oculus and Unity toolkits
So far I have spent the largest portion of my time on this. Oculus development is new to me. The Oculus Utilities for Unity had very small number of example scenes, and the Oculus Sample Framework for Unity  project ended giving tons of errors that prevent me from even building any scene. After 2 days struggling with the sample framework, I just tossed it out the window and downloaded Unity VR Samples from the asset store. This one didn’t give me errors, and gaze interaction was similar to what I have in mind.

5) Create initial design
To prevent feature creeps during development, I created initial design document, mainly identifying what needs to be in the experience, what can be added during polish time, and what is nice to have for future contents. I left out a lot of the details since this document will most likely change a lot in the next few weeks, and those details will be added as we build and test the prototype.

6) Create deliverable timeline & consider public events for testing
This one goes in hand with the initial design document. To plan for public testing of this product, I start listing when local VR meetups usually happen. In September, one week before Launchpad submission deadline, there will also be PAX Dev and PAX Prime. At PAX, I can probably get some feedback while waiting in line for panels or going to the safe space room. The great thing with mobile VR is I don’t need to lug around laptop or beefy machines to showcase my app. All I need are the phone, the viewer, cleaning supplies and a charger.
Knowing the dates of these event help in planning deliverables. Based on all this, I pretty much need to have working prototype in a month, then spend the rest on time on more testing and polishing.

7) Start prototyping, tackling mechanics first
As a 3D artist, programming will be my greatest challenge. So, instead of concentrating on art, this week I started with tackling mechanics first, to make sure the building blocks are working properly. I use a lot of art placeholders with cubes and other Unity 3D objects. Pretty stuff will be added later.

8) Setup streaming using Chromecast
People say that mobile VR is an isolated experience, but guess what, GearVR is compatible with Google Chromecast. Last night we went to Best Buy and got one, then tested it right away. I was able to stream my session to a TV. The frame rate was pretty choppy, but this will be great for testing later, to watch for user interaction. I will write my setup for streaming in a later blog.

Things to consider during development cycle:
1) Keep it simple. Since I will work on this project solo, it’s important to know my own abilities and not going for crazy ideas. From my experience with hackathons and game jams, if I’m struggling with the same problem over 1-2 days, maybe I should find and try another solution.

2) Why VR. This question keeps popping in my mind after going through the boot camp, and it really affect my design decision.

3) Think of user needs first. Since I’m creating a safe space for people, I want to make sure user comfort is the main priority. For example no jump scare, have a way to exit the app fast if needed, and have a way to remove any trigger or uncomfortable objects from the environment.

4) Test ideas through prototype. Fail fast and fail often.
Sometimes, especially in VR, ideas looks good on paper, but as we implement it in VR, it turned into really bad experience. Many questions can be answered through prototype as well. Don’t know what’s considered close or far? Put several cubes in different location. Put on the HMD and check for yourself.




Setting up for Samsung GearVR

In the past, I have only worked with PC VR/AR devices such as HTC Vive and Microsoft Hololens. Mobile VR development is totally new for me. I attempted to create Google Cardboard experience last year during Ludum Dare but after having too slow of a progress, I dumped the idea.

To prepare for Oculus launchpad bootcamp, I actually went through some tutorials from Udemy Make Mobile VR Games in Unity with C# for Google Cardboard one week before the event. I only had access to Google Cardboard and Daydream at that time, but it gave me some idea how to build and deploy VR apps from Unity onto the phone.

Then yesterday, as I fought nasty sore throat/cold after the bootcamp trip, I managed to successfully built and deploy simple test scene to the new Samsung S7 phone and the GearVR, yay.

I work on Windows 10 system, so here were the steps for my setup:


  • Install the latest Unity. At the moment, I have Unity5.6.1f1, which is the latest release version.

Android development software:

  • Install Java Development Kit (JDK) Most people probably already have Java installed on their machine, but not JDK. Most have JDE, which is Java Development Environment. Make sure to find and install JDK as well, or else Unity will complain when building to android phone. Also, make note of the JDK installation path directory. You will need this later in Unity.
  • Install Android Studio Development Bundle or Standalone Android SDK Tools. I went with the standalone SDK tools, since I will be building mostly in Unity. It doesn’t harm you to install Android Studio as well. I just don’t have too much free space on my hard drive, so I go with minimal requirement. If you do get Android Studio, make sure you download the version that has the SDK or else there’s no point. To download just the SDK, scroll down all the way to the bottom to see different software options. Make note of the Android installation path directory. You will need this later in Unity and when identifying phone device ID. Also, make sure to run the Android SDK Manager and install the corresponding tools and API version.


Oculus development software:

  • Install Oculus Utilities for Unity 5. I downloaded OVR Unity utilities version 1.15.0, since I don’t feel like writing everything from scratch.
  • Optional: download and install the Oculus Sample Framework for Unity 5 Project. Do be careful when importing this package though. Make sure not to overwrite the latest Oculus Utilities files, or else you will get tons of Unity errors, which will prevent you from even running any scene.

We’re almost there! To be able to deploy to our shiny Samsung S7 phone, we need to identify and get its device ID, then create an Oculus signature file. Here are what to do:

  • Make sure your phone has developer mode enabled. To to this, go to your phone Settings -> System -> About device -> tap on Build Number 7 times. Just keep tapping until it finally says you’re a developer. Then go back to System -> Developer Options and turn it on. I also turn on Stay awake, USB debugging, and Verify apps via USB. Not sure what the last part does, but it sounds safer. Better safe than sushi.. err, sorry.
  • connect your phone to your working PC though USB cable
  • bring out command prompt window  (hit search icon on desktop, type cmd and enter)

  • go to android sdk installation folder. (Use cd.. to go up a folder, cd foldername to go in a folder. My installation is at c:\Program Files (x86)\Android\)
  • Go into android-sdk\platform-tools\ folder (my full path is c:\Program Files (x86)\Android\android-sdk\platform-tools\)
  • type ‘adb devices’ (without the ‘ ‘). This will give you the device ID

Most of the prep work is down. Now in Unity, do these steps:

  • Go to Edit -> Preferences -> External Tools
  • Copy and paste the path to Android SDK tool (mine is C:/Program Files (x86)/Android/android-sdk )
  • Copy and paste the path to Java JDK tool (mine is C:\Program Files\Java\jdk1.8.0_92 )


  • Go to File -> Build Settings -> Player Settings
    • Under Other Settings, enable Virtual Reality Supported. Use Oculus Virtual Reality SDK
  • If you’re using spatial audio, go to Edit -> Project Settings -> Audio. On Spatializer Plugin, pick Oculus Spatializer
  • Remember the signature file you created? Place a copy of it under Project/Assets/Plugins/Android/assets/


Now create your test scene

  • remove current Main Camera. Drag and drop OVRCameraRig prefab from OVR -> Prefabs folder (part of the Oculus Utilities package. Import this if you haven’t done so.)
  • Create a new 3D object -> Cube, place it 2-3 unit in front of the camera.
  • Save this scene as ‘test’
  • Go to File -> Build Settings, hit Add Open Scenes button to add the scene to the list
  • Still in Build Settings, under Platform, select Android and hit Switch Platform. Let Unity does its thing for a minute or so.
  • Once Unity finished, and your phone is still connected, hit Build And Run. You will be prompted to name and save the apk file. I usually create a new folder called Build and save the apk there.

  • Once Unity finish building, the phone will load the file right away. Just place it in GearVR and give it a test.

Hopefully this guide helps. See you next time.

Oculus Launchpad Bootcamp

As the first phase of this year’s Launchpad program, Oculus held a two full-day bootcamp at Facebook campus in Menlo Park, CA on June 10 and 11. One hundred brilliant participants with various background, ethnicity, different skin colors, and all with the common passion in Virtual Reality were gathering in this space. It was a lovely sight. I would say more than 50% of the participants were colored women, and the rest were colored men. I didn’t meet with any transgender person. But then again, I did not have the chance to talk to all 100 participants.

On the first day, the event started with breakfast and mingling among participants, followed by a short ice-breaking session to get to know each other. Robin Hunickle from Funomena came next with her inspirational talk about failing. The following talk was from Facebook’s lawyer, about law and legal matters. From then on, the participants were divided into two groups: 360 film making and games/experience. I was interested in VR experience, so I stayed to listed to Bernie Yee from Oculus Rex sharing his knowledge and experience as producer in video game and VR industry. The talk structure came in lectures as well as group exercises. We took a break in between this session to have lunch. After this track, all participants gathered in the main room again to listen to Storytelling presentation. The last talk of the day was an open Q&A session hosted by Jason Reuben. A lot of people were asking tough and good questions, ranging from upcoming tech, challenges in VR, to how to overcome unconscious bias.

At the end of day one, Oculus held a social mixer at the garden of Facebook building rooftop. If you ever watch The Kingdom of Dreams and Madness, a documentary of Studio Ghibli, where they showed the garden area at Studio Ghibli rooftop, it was similar, except Facebook rooftop garden was a lot larger. Up there they set up some VR demo stations featuring Google Earth and Facebook Spaces, where participants could try them with Rift & Touch controller or on GearVR. I have tried Google Earth, and really not interested in social VR at this time since personal space is still an issue, so I spent my time grabbing snack for dinner, had a drink from the open wine bar, and get to know the others.

The second day started with breakfast and mingling, followed by the first talk by last year Launchpad participants, sharing their experience of the program and the projects they are working on. It gave us ideas what to look forward in the next few weeks as we go through this program. Chris Pruett, head of Oculus Mobile Dev Engineering gave the second talk about VR user comfort issues, design and motion controls based on his experiences.

Then, we had Unity tutorial session, which divided the attendees into two groups based on their Unity knowledge: beginner and advance. I considered myself an intermediate, so I was not sure where to go at this time. On the screen for beginner session showed the Viking tutorial, which, if had been taught in a couple Unity Roadshow workshop in Seattle. However, I noticed that Sarah Stumbo was giving the presentation, so I decided to stick around, since I like her teaching style, where she would go over and explain the scripts used in project. One of the attendee was having issue where her laptop was not powerful enough to run Unity, and since I have done this tutorial in the past, I lend her my laptop. I was also able to spend time and help an old friend getting used to Unity while catching up with her stories. I was also able to tinker with the GearVR headset, and learned how to set it up with the help of the others around my table.

After lunch and more tutorial session on 360 video, everyone gathered together and listen to the talk on VR for good, which was another Oculus program similar to Launchpad but more about creating products that promote empathy and good. The following talk was about Creating Compelling Pitch by Isabel Tewes, Developer Strategy, and Dorian Dargon, a producer. Dorian was actually one of the Launchpad participant from last year who then got hired by Facebook. During this session, there was presentation and short exercise on pitching with a partner. I have only pitched in my Game Design course a few years ago, so this workshop was really useful. I learned a lot from my partner’s feedback, especially in giving enough information and why I am the right person for this project. Promoting myself was still a hard thing to do for me.

The last talk was a journey story of one of last year’s Launchpad participant, Jewel Lim. She shared her life story and what VR and the program meant for her. Her talk was really touching and inspirational.

Overall, the bootcamp was a great inspirational and motivational experience. I got to create new bonds with other creative people, as well as renewing the bonds with some people I have met in the past. To the mentors and speakers who share their experiences, thank you. It helps to see the process and the human side of things, instead of just an end product.  Also, big thank you for the organizer of this event, like Ebony. You enable us this opportunity to meet and learn from so many people. Oh, and for the free hardware too!

In the future, I will post my notes for more details of these talks. Stay in tune!

Hardware from the bootcamp
Pitching session
Pitching session


Hello everyone!

This weekend I will be visiting Facebook HQ to attend a 2-days 2017 Oculus Launchpad boot camp. I’m so excited to meet with the other participants and mentors. In the weeks following, I will share the progress of this Virtual Reality experience in this blog.

See you soon!