Tilt Five SDK Preview
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Hi everyone, I'm pleased to introduce the Tilt Five SDK Preview to you for early feedback.
The goal for the Tilt Five SDK Preview is to allow developers to get a feel for the Tilt Five Unity plugin and provide feedback. The full Tilt Five SDK is still under development, so for this preview we are providing Unity components and code pertaining to the Tilt Five Manager, Glasses, and Game Board.
To get started, please extract the contents of the .zip archive linked below. You will see a Unity Package file that will need to be imported into a Unity project. Currently we support Unity 2018.4.19f1 LTS and above. Also contained within the archive is an example project with the plugin already imported and a simple scene set up. The linked Tilt Five Unity Preview Development Setup document provides further instructions for getting started.
As you look over the provided tools and documentation, please take note of anything that seems to be unintuitive or in need of improvement, and post about it below. Your feedback is crucial as we look ahead to releasing the SDK Preview to the other Kickstarter backers.
Download:
TiltFive-SDK-Preview-Rev5.zip
TiltFive-SDK-Preview-Rev4.zip
TiltFive-SDK-Preview-Rev3.zip
TiltFive-SDK-Preview-Rev2.zip
TiltFive-SDK-Preview.zipGetting set up:
Tilt Five Unity Preview Development Setup.pdf
Changes
2021-02-03 - TiltFive-SDK-Preview-Rev5.zip
- Added initial wand button support
- Added improved onscreen preview, including option for split/stereo view.
2020-06-10 - TiltFive-SDK-Preview-Rev4.zip
- Fixed a cursor tracking issue that occurred when the Unity Editor wasn't maximized.
2020-05-22 - TiltFive-SDK-Preview-Rev3.zip
- Added a grid to the Game Board gizmo
2020-04-28 - TiltFive-SDK-Preview-Rev2.zip
- Removed several unnecessary preprocessor directives (such as the one in iByte's comment) to de-clutter the code.
- Fixed a render texture bug.
2020-03-30 - TiltFive-SDK-Preview.zip
- Initial release
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@Jonathan Looking forward to future releases that support the hardware.
Maybe a good thought for Tilt 5 team in future wand design as indeed the hand really does not matter much as all wands use the same CV pattern.
That might be a problem though when 4 players with their wands would move around at the same time unless their IR leds would not emit if its not their turn to play.
A better solution would have been to have a button on each wand that could just switch the IR led pattern on the wand so you could have say 4 different led ID's, although this is hardware based. Software based it could be done like the WII does, the first connected one gets ID 1, the next ID 2 and so on and change the pattern based on their unique ID.
I have only 1 game that might be using the wand 6dof in future and its a 2-6 players game LUDO.
It might never be released if the wands are hard to keep tracked on with more players on 1 board, networked based with 1 player per compute unit/board this woudl never be a problem.
Hope to see more clarity on those situations in future.
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There's a new update for the SDK Preview!
The primary change is the addition of a grid to the Game Board gizmo.

The lines on the grid change to match the selected units in the Tilt Five Manager, and there are helpful inch/centimeter rulers on the sides of the board. There's also a snazzy logo on the frame of the Game Board gizmo in the bottom-right corner, which may be helpful in orienting the gizmo.
The grid can be raised/lowered as needed to help align content placed below/above the board.

Looking forward to any feedback, and have a great weekend!
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I've uploaded a minor revision to the SDK Preview.
Changes:- Removed several unnecessary preprocessor directives (such as the one in iByte's comment) to de-clutter the code.
- Fixed a render texture bug.
This shouldn't be a breaking change, but let me know if anything looks fishy.
In the meantime, we're discussing the feedback we've gotten so far - keep it coming!
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#if TF_UNITYXR?
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Took a look there, (sent u a build using it).
Nice to have a stub to work with and visualize what effects will look like through either eye.
Using it I was able to identify an minor issue with a shadergraph module that offset colors in the screen space causing some slight aberrations. so is useful tool.As mentioned it'd be nice to be able to send u guys builds made with the SDK and for u to be able to run 'em on the glasses etc.
also after the SDK is out of beta, u can consider perhaps putting it on unity asset store, that way when u update all users can get notifications including patch notes.
looking forward to seeing prefab for the controller soon, and perhaps method for hosting multiple glasses in one project later down the line.
SD
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FAQs
> Will projects built using the SDK Preview work with the Tilt Five hardware?
No, the goal for this preview is primarily to get feedback relating to the Unity plugin. In fact, if you look underScripts > Internal > NativePlugin.cs, you will find that calls to hardware are temporarily disabled. Support for the hardware will be enabled in a future release.