[Out now!] PortalKit Pro- Seamless portals (Fully VR and Mobile supported)

Looks like it’s taking longer to review than I thought, it should be up within the week.

5.5 is the oldest unity version that I personally recommend.

There’s lots of cool new features :slight_smile:
I would port it to older versions, but unfortunately I was developing on 5.6 and I could only serialize back to 5.5.

Any updates regarding an ETA?

Nope. It’s been submitted and now the unity staff has to review it. I’ll update the thread when it’s out.

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You are such a tease! But seriously, this looks amazing, and I know just what I want to do with it. Can’t wait.

Out now!

https://www.assetstore.unity3d.com/en/#!/content/81638

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@I_Cudlitz I’ve been very intrigued by this and I’m happy to see it’s been released!

Do you have a VR demo I could try out beforehand? From what I have seen it looks flawless, but I’m still curious to check out the VR transitions for myself.

Indeed I do! Check it out here:
https://phygon.itch.io/vr-portal-demo

My bad if missed this from earlier. Thank you for the link!

No problem! Hope it was to your liking :slight_smile:

It was pretty cool to check out for sure! I’m very impressed with how seamless it operates.

By the way, the _Data folder needed a name change as I think maybe it was referencing an older project for the most recent demo.

How general are the components needed for everything to work? As in, is there enough code reflection that you can add it to let’s say the Unity standard asset FPS controller and expect it to work (as an example)? I currently have a VR project that would work as shown in your demo, but I also have a non VR project that I’m hoping I could apply it to using a UFPS asset controller.

[EDIT]

There was another portal asset I used in the past that allowed you to easily swap out sky boxes when passing through portals (also projected the corresponding sky boxes through the portals). Is this something that already exists for this asset, or perhaps something you would consider adding in later on? Just so you could have geometry that’s beyond a shorter clipping pane, but make it feel like you are warping to some completely different location.

Also, what about portal recursion? I realize for VR it may be a bit too expensive to compute at this point, but how about for non VR projects?

The components needed for everything are super generalized. All that is needed for seamless camera passthrough is a small collider on the camera + a collider to which the camera is parented named PlayerExtents. It should work with 0 problem using the default FPS controller. If you wanted to swap out the skyboxes while traversing portals, you could just add a script that inherits from TeleportableScript to the player, which changes out the skybox on OnTeleport() (and also change the skybox on the portal camera itself for visual consistency). It is worth noting that for some users, there are apparently some issues with the unity default skybox- To fix this, I’m considering adding a custom skybox to the asset to cover any possible issues. With that being said, your skybox-swapping desire can easily be implemented with only a few lines of code, due to how general all the components are.

Oh, also, recursion! That’s not working currently but I was actually getting cracking on that tonight. it’s difficult due to my optimization method but it shouldn’t be too hard to get functioning.

Thank you kindly for the response. I’m happy to hear about how easy it work with. I think I know what I might be picking up tomorrow morning :slight_smile:

Sorry to bug you again. Does this work with single pass stereo as well?

Yep! As far as I know, it should work with anything that can be run through SteamVR’s current version.

Does this require SteamVR, or can it be used when targeting Oculus SDK natively?

This does require SteamVR, as the individual eye matrices and the material matrix-based eye checking both use SteamVR components. As far as I know though, you could use SteamVR for your project with the Rift and have it operate as expected (and it’d also open up your game to other platforms).

Also, general update:
Recursion is essentially completely working for non-VR projects now. I should finish it for VR portals in the next couple of days, and then I’ll upload it to the asset store which might take a week-ish.

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Nice! Looking forward to seeing it in action.

@I_Cudlitz I noticed that the prefab for the Global Portal Setting object doesn’t link to the proper script. Can easily be replaced with the actual corresponding component, but figured I would let you know for future updates.

[EDIT]

Also get this error when no portal spawners are present:

Doesn’t stop the runtime though.