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Synchronous display method of virtual reality equipment and mobile equipment based on Unity3D

A mobile device, virtual reality technology, applied in the input/output process of digital output to display devices, sports accessories, data processing, etc. The effect of reducing network overhead, simple discovery process, and reducing unnecessary overhead

Active Publication Date: 2016-05-18
郭小虎
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, this technology also has some shortcomings: 1. The network overhead is large. Under the premise that the sharing requirements of multiple people are relatively simple, it is still necessary to maintain each network view, including maintaining the stability of their creation, destruction and parameter transmission; 2. It is a typical server / client model. When something happens to one client, other clients cannot get the news at the first time, and the server needs to forward it, which causes some inconvenience in actual use; 3. The client needs Only by knowing the IP of the server in advance can the connection with the server be realized. There is no simple and effective way to realize the conscious discovery of the server by the LAN client

Method used

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Embodiment Construction

[0026] The present invention provides a kind of synchronous display method of virtual reality equipment and mobile equipment based on Unity3D, and it comprises:

[0027] Step 1, the virtual reality device establishes a local server in the local area network, opens a single-person application, initializes a network view, and broadcasts a message to the network, the message includes the server IP address and scene information;

[0028] Step 2, the mobile device selects the server to be connected and connects to the server by actively obtaining the IP address of the server to form a new client; in this embodiment, the mobile device is provided with an operation interface, which is used to The interface selects the server to be connected.

[0029] Step 3, when the mobile device is connected to the server, Unity3D's OnPlayerConnected function captures the event, and then calls the remote program call function networkView.RPC to create a new network player on all clients and servers...

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PUM

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Abstract

The invention discloses a synchronous display method of virtual reality equipment and mobile equipment based on Unity3D. The method comprises the steps that: firstly, the virtual reality equipment establishes a server in a local area network, a network is initialized, and information is broadcasted in the network; secondly, the mobile equipment obtains the IP address of the server and is connected to the server; then new network players are created on all client ends and the serer by means of a function networkView.RPC, and further a function AllocateViewID() generates NewViewIDs corresponding to the players; then the mobile equipment obtains scene information in the server and loads the identical scene; and finally the function networkView.RPC shares the position coordinates of a virtual camera in the server, and the client ends obtains the position information for synchronizing the virtual camera so as to synchronize the present scene view field identical with the virtual reality equipment server. According to the invention, the network cost is reduced, network communication from end to ends is realized, and motivated discovery of the server by the client ends in the local area network is simply and effectively realized.

Description

technical field [0001] The invention relates to a synchronous display method of a virtual reality device and a mobile device based on Unity3D. Background technique [0002] Most of the existing Unity network sharing technologies are implemented using Unity's own network technology. The advantage of this technology is that using Unity's own network technology can solve multiplayer simultaneous online games well. It mainly initializes NetworkView by creating NetworkViews (network view), and shares parameters through RPC (remote program call) functions. However, this technology also has some shortcomings: 1. The network overhead is large. Under the premise that the sharing requirements of multiple people are relatively simple, it is still necessary to maintain each network view, including maintaining the stability of their creation, destruction and parameter transmission; 2. It is a typical server / client model. When something happens to a client, other clients cannot get the n...

Claims

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Application Information

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IPC IPC(8): H04L29/06G06F3/14A63F13/25
CPCA63F13/25G06F3/1454H04L67/133H04L67/131H04L67/01
Inventor 郭小虎
Owner 郭小虎
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