Hello. Welcome to the basics of VR and Unity Workshop. I am Alex Krasner. I'm one of the graduate assistants working for the virtual environment studio at the libraries at Virginia Tech. And yeah, let's get right into it. So, one quick disclaimer. I think if anyone has attended the live workshop version of this, I start by giving a very big, an extended overview of the basics of Unity. However, since this is the video form, if you're watching this right now, there's another video that covers the basics of Unity that I've already made. So, I would recommend you watch that first and then come to here if you want to focus on VR. So, anyway, let's get started. So, here we are looking at Unity Hub. All I did was open up Unity Hub, and I already have the latest version of Unity 2020 LTS installed. It is currently 2020.332 F1. At the time you're watching this, maybe 2021 will have gone into LTS. Whatever the case, I would recommend that you find the latest LTS version and install that for tutorials in general. Since then you will have the most stable experience. It's not going to be something that might have some bugs or get broken. But just so you know, we'll be doing this tutorial on 2020.332 F1 LTS. So, I'm going to make a new project. Let's make a project together. I'm just going to make a new project, make sure it's set to the version I would like, make sure I choose 3D. I know there's a VR one down here, but trust me, it will just make your life worse. But it does not really give you the tools you need to make a good VR application, or even the things to start on one properly. It's mostly just going to be in your way. So, it's better to start from scratch and to build it up yourself. So, we just click on 3D to do that. Give it a name, call it VR, open VR Workshop Project. Sorry for my typing mistakes. And yeah, we can see it's going into the folder Zcode. I'm just going to click Create. And now it's just creating it. And for now we will wait, and I will skip to the open version of Unity. And the project has finished loading. I'm going to just quickly go over one last thing, which is, you'll notice under here, I have chosen when installing to choose Android, UWP and Windows. You can access these if you don't have them installed by going to Add Modules and selecting them. You select all of the Android ones. You'd select Universal Windows Platform Build Support and Windows Build Support. Critically, if you want to run a game on Windows in VR, you're going to want Windows Build Support. If you want to run a VR application with the Windows Mixed Reality Headsets, you're going to want to make sure that you have Universal Windows Platform Build Support turned on. And finally, if you want to build something for Oculus Quest or maybe for an Android phone, you're going to want to make sure that you have Android Build Support turned on. Most of this tutorial today will be just for building for PC on just any old VR headset, but I wanted to make sure that you had a heads up on that. So, on to Unity. Alright, so now that we're in Unity, this should look familiar to you. If you watched my previous video that goes over the basics of Unity, again, Hierarchy tab shows all of our objects in a list and it shows us the relationships between them if they are parent or child of each other, which means if the transforms are linked to each other or not. The scene is where we can look at what our game looks like from any angle we want, whereas the game is looking straight from the perspective of the camera. The inspector is where we can see the components of each object and down below we have the project tab, which is our file explorer and our console, which is where we can see our errors. Okay. But the first thing we're going to do here is actually go to the asset store. So you may have this tab, you may not. If you have the tab, it's just going to tell you to go straight to the website. So when I click this, it should pull up the asset store right here in Chrome or whatever browser is your default. And you'll notice right now, by the way, when I click a yellow circle will appear. When I normal click and if I right click a blue circle will appear. So that'll hopefully help you keep track of my clicks. All we're going to do though is type in world materials free. You can see it already pops up for me, but I'll type it in here just for parallel press. And you'll see it says I already have it. It says purchased. It's free though. So normally there'll be something here telling you to add to unity or something like that. Make sure that you are signed in to the unity website with the same exact account as you are signed in in the unity app. If you'll you'll see when I click here in unity up top, there's a count. You want to make sure that you are signed in there. So you want to be signed in there and on the store.  Should open it up in the package manager in unity. So what we're trying to do right now is we're just going to build a very basic little world for us to experiment with virtual reality. And so yeah, we're trying to get some materials, which are basically textures with material in unity is basically a texture, but with extra details and extra layers to it that make up how something looks. I think I went over that in the previous video, but I'm just covering it again just in case. So we're going to just import world materials free. If it doesn't start selected, you'll see it in this list and you want to click on it. So we're going to import it and it's it pulled this up normally will pull this up on your screen but it pulled it up on a separate monitor because of how I previously ran this workshop. So it'll pull it up on your screen. And all you want to do is click import. You're going to notice there might be some errors here, but there's nothing that will really matter as long as we don't use the error textures. You'll see what I mean in a moment. We're really just going to be using the the simple first folder that it gives us. You could if you wanted go through and carefully deselect certain folders that the ones that contain the issue I believe is the HDRP ones. But you don't need to. It's not really going to make a difference one way or the other. So here you see URP free couldn't open the file. That is fine. You'll see down here in our assets we now have world materials free. And the only folder here we're going to care about is built in RP materials. Go into here and you'll see all the materials live. So I'm going to close the package manager for now. We will be using it later. And I'm going to switch us over to the scene view and let's build our world. So first things first, when building a world, I like to have a ground. Let me get rid of this red, by the way, to get rid of any warnings. You just go into console and click clear. You can even choose when it'll auto clear, but I'm just going to clear right now. And let's make a floor. So to do that, I'm just going to go right click. You can also go to game object. I'm going to show it here is right click 3d object terrain. You'll see now we have this enormous area. It is exactly 1000 by 1000 unity in world units. And the unity in world unit scales to almost exactly a meter in the real world. But we're on the corner of it. You'll notice 00 is right here in our world space, but the thing just extends out in a thousand in each direction. So if we want to put ourselves in the middle of it, we don't want to move it to be 500 that way and 500 that way. So that there's 500 on all sides. So all we got to do is go to position and on our X, we type negative 500 because we're moving it back 500. And on our Z, we type negative 500 and boom. Now we are in the middle, our camera, our light, and everything is in the very middle of this enormous plane. Awesome. You can look around again. I believe I covered this in the previous video, but to look around all I'm doing is right clicking and holding and then flying around with W, A, S, D and E and Q. Cool. All right. So now we can see we're in the middle of this field, but I don't think, you know, most of the things you make, probably not going to want to live in like a checkerboard, right? So let's give this world some features. First things first, let's make it so that our ground looks like ground. So to do that, Unity Terrain have this special feature where you can kind of go around and paint them. And I don't know how much we're going to cover that today, but what we are going to do is cover building a, just like a little area to mess around with physics and VR. But what does matter is we do have to use their paint tool in order to add any color at all to this ground. So to do it, we just click on paint terrain. It looks like a paintbrush over here. I'm going to leave it on paint texture. All we got to do is go down here to edit terrain layers, create layer. And now that you've imported these textures, you should be able to find in here. In fact, I'll just type it in grass. And this one, grass clumps albedo. What this is, is think of it like the texture part of, there's a grass clumps material in here and the image part of it, the texture image, is called grass clumps albedo. And we're just going to add that as a layer. And so whatever the base layer is on a terrain will show up as the main color of the whole terrain. So right now we've got our huge world of grass. And perhaps in future videos, I will go over the features over here. There's ways to add trees, ways to lift up the ground to make mountains and different things. But for now, I'm just going to have us stay in the grass. But let's make a little room for ourselves. So first things first, I kind of want to know where the center of the world is. I believe the camera is starting actually at negative 10. That's not really the center. I'm just going to change that to zero. And let's fly over here. Okay. Let's add some walls. I think I'd like some walls behind the camera or around the camera. Adding walls is very simple. Just going to right click in here and create a cube. And you'll notice whenever you spawn an object in Unity, it spawns it a set distance away from the scene view camera. The way we are looking at the world right now, it spawns it at the center of our scene view at some set distance away. Which in this case means it put it underground and very far away from us. So let's get that fixed. All we have to do is just set the, all of these back to zero, zero, zero. The shortcut I always use for that is clicking these three dots and just pressing reset on the transform for the cube. Okay. One thing I'm noticing right now is that we do not have any handles to move around our objects. This is a very common thing that happens and people get confused. Like I'm selecting it. Why aren't the handles popping up? What I mean by handles is normally when you click on an object, there's arrows that show up around it. And all this means is that Unity has decided that we don't have a tool selected right now. So to select a tool, this top thing up here, these are all tools. I'm just going to click the move tool and suddenly there we go. We have arrows on each of these objects once more. And we could drag these around if we wanted to. All right. Right now it's inside of the camera though. So maybe let's, I'm trying to make some walls here. So probably make it pretty tall. How about 10? That's pretty tall. That's nice. All right. And then how about, I noticed that it's scaling underground but we just can't see what's underground. It doesn't have to be precise in any way.  And we should also make it a little bit wide too, right? So how about on our Z axis, we increase the scale by, I don't know, 30. That seems pretty large. How about 15? That's good. Okay. So I'm just going to step out real quick, zoom out, take a look at this wall here. And right now, you know, white walls don't really feel that realistic. So let's give the walls a texture. You can choose whatever color you want, but in this built in RP materials section, you'll find all these materials. How about maybe a wooden, maybe this one. Yeah, I like that. Wooden flooring, even though I'm using it for a wall. You'll notice that the texture gets stretched because we are scaling the, because we are scaling the object. There are ways to mitigate that by changing the texture itself for the object. But in this case, we're just kind of going to let these wood planks be really wide since that's not the focus of today's video. The focus of today is to just mess around with VR in Unity. So we've got ourselves this big wooden wall and now we're going to make a copy of it. I'm just going to right click on Q over here and click duplicate. And you'll see the duplicated one is selected. So when I drag this across, it leaves the other one behind. Looking good, looking good. Let's make one back wall. I don't think we need a front wall. So I'm just going to again duplicate. And I want to rotate this 90 degrees around the Y axis, the vertical one. I want it to turn clockwise. So we do positive 90. There we go. Let's make this our back wall. I know it's very haphazard. It's not very precise. I'm sorry to those of you who may be feeling a little annoyed at how imprecise it is. But feel free on your own to make them as precise as you would like. Okay. The next step though is to add a little something for us to play around with in VR. I like to play around with spheres are pretty cool because if you have a sphere, it'll roll around, which means you can kind of throw it, bounce it off of things. So let's make a little stand for our sphere to sit on and let's make a little ball. So first things first, I'm going to add, this time I'm doing it from the top menu just to show you how you do it, going to add 3D object cube once more. Send it back to zero again because it put it into the middle of the void. And I think this is a pretty good height for it, honestly. I'm just going to move it over here. And let's give it a color, something to look like. How about we make it out of brushed aluminum? I like that. Cool. Alright, we have brushed aluminum stand. Now let's make our sphere. So we just go to 3D object sphere and boom, sphere. Once again, they placed it way below the world. I'm just going to reset it. And it's now over here. This is a pretty big sphere though. This sphere is almost, it's like a meter by a meter. That is probably too large for holding. If you picked up a ball with a meter diameter, you'd probably have a difficult time holding it and throwing it around and stuff. So let's change the size. How about maybe 0.2 times? So I'm just going to go into scale for it and type 0.2 for each of the coordinates. I believe there's something new in Unity 2021 where you can link all of them together, but we are not in the, we are in 2020, so. Alright, and this ball is pretty high above this surface, but you know, let's leave it there so I can show you physics later. For now, the last thing to do is to color our ball. I really like these hexbricks. It kind of reminds me of a soccer ball. So I'm just going to place that on it. And there we go, there we have it. Alright, so now we have our sphere in our little playhouse and the rest of this large expanse. You'll see if we look through the camera right now, it's just looking out there. I kind of want the camera to point at the ball so that we can see things. So I'm just going to go to main camera and I'm going to turn it negative 90 since it's looking at that way. I want to turn it counterclockwise to the y-axis. I'm going to go negative 90 and boom, now suddenly we are looking straight at the ball. Fantastic. Alright, now one finishing touch I want to add here is I want to make it so that this ball has physics so that we can play with it once we get into VR. So the last step is we're going to give the ball physics. You'll notice right now if we press play it shows the balls are staying there in the air. It's not really a dynamic object. So to give the ball physics all we have to do is click on its name, click on sphere, go to the bottom you'll find add component and when we click on that we want to type in rigid body. Do not click the 2D one, make sure you click the normal one. Alright, that's it. As soon as you put a rigid body onto any object in Unity it gains physics. So let's take a look right now if we press play. We should. Yeah, you saw it fall. It was very quick because gravity is pretty fast. But yeah, now the ball has physics it's able to fall, it's able to roll and we'll be able to play with it soon. Okay. Alright. So the next feature that we want to do is add VR. Let's get in there. Let's start playing around in our little space we've made. So first thing we want to do is go to edit project settings and at the very bottom you'll see something called XR plugin management. And when we go there first thing we got to do is install it. So click install and it will install the XR plugin management package into your project. And yes, you will have to do this every time you make a new project. So alright, we've got all these menus up here. Today we're going to be focusing on building for PC VR. But if you wanted to set up things for perhaps maybe running on Oculus Quest you'd go over here. If you wanted to run it on a Windows Mixed Reality headset you'd want to go over here. But today we're just going to do PC and we're going to use something called OpenXR. This is the new standard. Any new headsets coming out are almost exclusively using OpenXR as their plugin for running VR things and AR things these days. So that is why we're going to use that. And you'll notice once we click it that it says that it uses the new input package. So we need to restart to enable that. Just click yes, it's going to restart your Unity and thankfully it asks you to save. So alright. And once it restarts we have our OpenXR plugin added. Now you'll notice there's a little warning sign here. When we click on it it should pull up on your screen this called OpenXR Project validation. So to fix this to fix these issues all you have to do is just press fix all and it will fix one of them. There's one that we actually have to fix by hand. So it'll just take us right there if we click edit. What they want us to have is an interaction profile. Think of this as the way that the system knows how to talk to your headset and your controllers. You know if you have different controllers and different headsets there's a bunch of built in profiles for like how to understand the inputs from those.  If you wanted to make it for everything you just add all of them. So you choose HTC Vive you choose Valve Index, controller, yada yada yada and these are all different platforms of controllers which it will understand. You could even use the hand interaction or eye gaze for different types of things that allow it. One last thing we want to do while we're on this page is change our render mode to multi pass. The best way to think of it is if you're doing single pass the computer looks at the scene through both of the person's eyes but then renders the image as one image kind of stitched together and what this means is it's kind of taxing. It's pretty difficult to rewrite the full image over and over again rather than rewriting two separate images at the same time over and over again for because in VR you're always going to be rendering the viewpoint from each of your eyes so anyways but using multi pass that changes it so now it kind of renders both of our eyes in parallel however if your computer can't handle running this kind of task in parallel then you might want to stick to single pass but multi pass is drastically better for VR it's really the recommended way to go and you'll find that lots of textures don't work when you're in single pass in VR so definitely recommend changing the setting multi pass just wanted to give you a little background on it okay so you'll see now there's no issues left we can close this and we will move on to adding the interaction tool kit so we have some interaction profiles but we don't have anything coded for how we want to use the controllers right maybe it can tell us like it's getting the data from the controllers now but it doesn't know like what to do with that so you could code the whole thing from scratch but that's a lot of work instead we're going to use the sample ones that they give us and build off of those so to get to them all we have to do is go to window package manager and you probably don't have as many packages showing up as I do when we do this but let's go to unity registry so I just clicked here I went to unity registry you'll see a very long list if we scroll all the way to the bottom you'll notice XR plugin management is installed that's what we did if you wanted to install it you didn't even have to go to project settings you could just come straight to the package manager and install it but I think it's nicer to just kind of already be in project settings and you'll see right above it we have XR interaction tool kit so this is something we want to install it will basically give us the ways to interact with stuff in VR and AR so we're just going to click install it's going to add it to our project and it will let us do cool things add to our project and add to our project and now we just wait for a moment so they've changed the way that interaction mask layers work it's not a really big deal for us all we do is just click ok and it's done we have all of the features now now all that we have to do is add the sample assets that they give us so we just click on the little drop down click on starter assets you can ignore device simulator it is kind of nice it lets you simulate being a device in the play button view but personally I would rather just put on a headset and try it out it already imported the starter assets and now we can close this window there's one last thing I want to change up in our project settings and that would be under quality and I just want to change the pixel light to 1 texture quality it's good change the pro texture turn off soft particles this should just help you out if your computer needs a little bit of help you could leave it on but I would recommend making these changes it in general helps with running VR it's a tough thing to run and render anywhere ok so we've made those changes now what we want to do is set up there's like one last kind of weird thing we have to do and we're going to be setting up the controllers with we're kind of connecting them to the samples we just downloaded to the sample interaction kind of techniques that we just downloaded in samples so to get to that it might already be downloaded here in my closed project settings it should show it might already show up here it would be under samples xr interaction toolkit 201, starter assets and you'll see these things that look like weird slider boards and then one thing that looks like a map with a lightning bolt and a play button alright we're going to click on each of these and we're going to click this button up top add to action base continuous move provider basically when we click this button it adds kind of like a preset for how we are going to be moving around in the world to to our preferences so I don't know it's a little bit confusing and I hope in the future they streamline this a bit more but for now all you do is you click on each of these and then you click the button that shows up up top you'll notice when we click it it changes to say remove so if it says remove that means you already added it you're good so once we've added all five of these the next thing we want to do is change one more thing and that is under edit project settings I know I just closed it but I just closed it to get out of our way we're going to go to set manager and you'll see the names of all of these are now populated here so what do we do we just want to right here we want to give a filter so that all of the right controller things get sent to the right controller and all the left ones get sent to the left controller all we have to do for that is type right under right and left under left I know it seems kind of opaque and weird but it's just what we have to do right now with how they've built it so that's what you got to do and we're good to move on to running VR so you may notice we still have our main camera here and our main camera is kind of in 2D let me clear these out our main camera is 2D right like it's rendering to a flat screen that we're looking at as VR enthusiasts would call it it's a pancake game but let's make it into a 3D game all we have to do to do that is kind of swap out this camera and the way that you do that in OpenXR is once we've installed all of the stuff once we've set up all these things that we just set up we want to right click here go to XR you'll see this is a new category here XR and I want to choose XR Origin action based you're going to notice we're going to be choosing a lot of things that are action based because that is the new version so you may like this old XR Origin there may be other ones just remember to always choose action based if it's an option so XR Origin action based what happened to our camera well what happened is the XR Origin takes the camera if we go into scene you'll see it kind of takes ownership of the camera moves it inside of here inside of an offset and so that's why it took the camera away from us where is the XR Origin you might ask in the middle of nowhere because every object that you spawn always spawns that set distance away from the scene view like I said so we just want to take it and move it back to zero zero now I'm going to take the XR interaction manager which is also down in who knows where and bring it back as well now everything is where it's supposed to be alright if you were to hit run right now you would be able to look around in VR assuming you have a VR headset connected however you would not be able to move around your hands so the final thing we need to do is add something to this interaction manager so it knows how to access our hands to do that we want to go to add component we want to type in input action manager and you'll see I just typed I and it already showed up alright and then under it you'll see action assets the assets we want are this weird map looking thing that's stored inside of samples XR interaction toolkit 2.01 starter assets so we first need to make a space for it so I'm going to click this arrow I'm going to add a plus to add an element and I'm going to drag the map with the lightning bolt into this little box and we're good now it knows how to control our hands so I'm just going to save just in case and let's show this on a VR headset so if you're using an Oculus Quest 2 and you're plugging it in through anything you will need to make sure you have the Oculus app open and I'm going to use error link which means that I need to have settings turned on for that just want to take your headset and enter link mode and if you're on something else then you should be good to go as soon as you've effectively plugged in your headset you may need steam VR to be open for it to work if you have a steam headset and yeah everything set up I'm just going to click play let's see how it goes there you have it here I am mystical magical world of my creation I've got these almost like lightsabers for hands and yeah but you'll see I can't really move around I can move around in my space but I can't walk out over there how am I going to get there so the first thing we should add is a way to move alright so I'm going to take off my headset turn this off and let's add movement so they make it really really easy to add movement otherwise known as locomotion to your VR game all you got to do is right click here to go to game object but I just like to right click it's easier we go to XR we go to locomotion system action based and voila here are the different ways to move around and you'll see by default it already gives us a teleportation provider and a snap turn provider and this is all of the instructions basically to let us teleport and let us kind of turn where we're looking at something called a snap turn the one thing with teleporting though is that you need to tell unity if a place is allowed to be teleported to or not otherwise you could just teleport up a wall right so they want you to specify the area that you're allowed to teleport in so to do that we need to make either a teleport area or a teleport or a teleportation anchor so the teleportation area here let's add one let's bring it up to zero zero and maybe pull it a little bit up so it's not clipping through the ground so here's the teleportation area I'll put that on the left to show you how it works and let's add a teleportation anchor as well just go to XR teleportation anchor zero it move it up a little bit so it's not clipping and move it over to the right side you'll see the main visible difference immediately is that the teleportation anchor has a weird little box in the middle well, if we press play if we put on our VR headset and then press play we'll see that that box disappeared right now, right? and when I hover my kind of red lasers over each of these these are red cast pointers when I hover them over them, you'll see it turns white okay to select we pull the grab button so that may vary depending on your controller on the oculus quest it's kind of the one that's where your middle finger is not the trigger so you'll see when I pull it I can teleport to wherever I'm pointing um though the color white definitely is kind of blending in here so it's not really helping me show you okay but you'll notice when I clicked over here so that side over here, right? this is the teleportation area I can click around and I can point and go to anywhere I want see if I'm in the shadow it's easy to see I can point and go to anywhere I want but if I click even on this corner of the teleportation anchor I'm in the middle think of it like a teleportation area is an area you want to be able to move around freely but an anchor is something that's for specific spots maybe like a a seat in an arena or in a lounge or something so if you want someone to be able to jump and sit in a virtual seat you probably would choose the teleportation anchor since it always puts them in the same exact spot alright and also we have snap turn enabled which means I can press sideways on my control stick and it will push turn me around a set number of degrees right now it's 45 alright but you'll notice we can't teleport anywhere over here right we can only teleport to these areas I want to change that we want to be able to teleport across this whole terrain right so I'll show you how to do that first turn off the VR and the first thing we want to do I'm going to do is I'm going to delete this anchor because I don't really think we're going to be using teleportation anchors today much just want to show you how they work and if you look at teleportation area really all it is is a plane with a teleportation area script on it what this means is if we delete this one we can just put the teleportation area script on anything we want to teleport to so I'm going to put it on the terrain just going to add component on terrain teleportation area and suddenly you'll see when we go into VR here we go you'll see when we go into VR that we can teleport anywhere that we can point really fast we can even walk over to the ball we don't have any way to touch the ball yet hmm what if we want to grab the ball let's add that let's add a way to grab the ball what we have to do to grab the ball is add the component called XR Grab Interactable so to do that I'm going to add component XR Grab Interactable on the sphere and we get this big script there's a few things I want to change here first I want to change how physics works for this I think we want something more precise we're going to be playing with it so let's change it from discreet to continuous dynamic on the collision of the rigid body then I also want to change the way that it knows where the ball is I wanted to throw it around so we need to keep track of the velocity of the ball rather than just its position so to do that I'm going to go to movement type and change that to velocity tracking and if you want people like to turn on smooth position which basically just means that it will be less erratic in its movements but I'm okay with leaving it off and you'll notice that throw on attach is on alright let's go see what this does gonna save let's run let's go teleport over there and you'll notice we still can't touch the ball but we can grab the ball all I have to do is just hold the grab button while pointing at it and it will suck it to me and I can just throw it up I can catch it out of the air bounce it off the wall sorry about that I can bounce it off the wall I can to the extent that it could bounce it's not really a bouncy object right now it's made of rock we can pick it up, we can throw it we can drop it over here and let it roll we can throw it between hands there is one weird thing that you're gonna notice though which is you can move it forward and backwards that's kinda odd right most of the time I don't think you're gonna want this if you want it sure that's fine but I think we'll let's turn that off let's make it so that we can't move that around anymore along with let's change some other stuff too but first let's do that so all I gotta do pick up my headset and let's go to our hands cause that's where this issue is first thing we're gonna do is we're going to select both of our hands at the same time to do that we go into XR Origin camera offset and hold control and click on left hand controller and right hand controller it'll select both of them will happen to both of them so all we wanna do to make it so that we can't kind of push the ball in and out is turn off anchor control which you'll see down here under XR Ray Interactor I'm gonna turn that off that's a pretty simple change now it won't be able to move forward and backwards but there's a few other things we could do right now we can't even touch the ball so we wouldn't be nice to have some hands of some sort all we have to do to make hands is to give a model prefab to this little line down here on each controller so anything you put into here will be a hand so let's make a hand this is gonna be a little bit weird but we're gonna do it so I'm gonna go to assets so that we kind of have a clean little folder here I'm gonna zoom out up here and let's I think like capsules would make for good hands so I'm gonna add a game object for the object capsule once again I'm gonna zero it because it's in the middle of nowhere and it is pretty big I don't think you'd want your hand to look like this how about we make this a little bit more hand sized there's a couple things you need to know about making hands the first is that it will point in the direction of this blue arrow so whatever the blue arrow is pointing at is kind of like the pointing side so let's make our hands small it would be like 0.1 0.1 0.1 and let me zoom in so you can see it and I want this capsule to lay along this axis because again the blue arrow is where our hand will be pointing so I'm gonna tip it sideways I'm just gonna go to rotation along x set that to 90 and now the green arrow is where it will be pointing but you get what I mean well actually there's it's not totally done this is the really weird step we want to create an empty object it doesn't matter what you call it we want to put this capsule let me first make sure the object is at 0.0 we want to put the capsule into the object like it's a child of this empty object so that now the game object now the blue arrow does line up properly that's what we're kind of doing here there's a few other weird things going on just trust me and follow these steps and you will have hands alright just make a capsule turn it sideways put it inside of a game object make sure they are both aligned at 0.0 you'll see this one says 0.0 this one says 0.0 alright and now we're gonna take click and drag game object down to here and it will make a prefab of the object we just used the combination of these two that we just made again a prefab is like a think of it like a bunch of different aspects of an object all predefined all already laid out so in this case this prefab has a capsule turn sideways inside of an empty object now that we've made the prefab we don't need this anymore get out of here we have a prefab down here so now when we go to our hands I'm gonna control click on left hand and right hand controller I'm gonna go down towards this model prefab and we can just drag in the prefab alright now we should be good we will have hands these capsules have colliders on them which means that we will now be able to interact with the ball as though we had kind of physics hands so take a look so you'll see now here we are I can teleport around everywhere I can walk up to this ball and I can hit it moving pretty fast we'll see when we grab it that it wants to go to the middle but it's held back because again now our hands have physics it's pretty fun we're gonna hit it with our hands now we throw it we're gonna bounce off our hand so that's pretty cool alright now to add some more stuff how about walking around without teleporting that might be important so let's take off our headset let's turn off the VR and let's go let ourselves move around smoothly all we gotta do is go to locomotion system and add in it's called smooth sorry it's called continuous continuous continuous move provider we want to choose make sure you choose the action based one remember there's gonna be action based and non-action based so pick action based and here's another one you can add this continuous turn provider action based think of it like normally we're snap turning around which is better for sim sickness the reason we teleport by the way is your brain if you're moving in VR it thinks that you should be feeling forces on your body and on your head from the acceleration of moving forwards and when it doesn't feel those it starts to make you feel sick it thinks you're poisoned if we turn our body like if we're smoothly turning in VR our body will wonder why am I not feeling a twisting movement and it will think that we're sick to avoid that typically you use teleportation and snap turn but once you kinda get your legs in VR you're able to probably handle more continuous movement and a lot of games require continuous movement so to deal with that we would just add in a continuous move provider when we have a continuous move provider we wanna make sure we disable the teleportation provider because we're not gonna do both at the same time and we also need to set this up to work cause right the move provider think of it like a joystick you're just pushing in the direction and you'll move that direction so move ourselves around we probably want one hand to move and the other hand to turn so I'm just going to choose my right hand for movement sorry I'm gonna choose my left hand for movement and my right hand for turning that's kind of the typical that's the usual way that it is in most games right so all we have to do to do that is turn off right hand to move action use reference, uncheck that for continuous move provider and for continuous turn provider we wanna uncheck the left hand alright so now I should turn off snap turn provider as well okay so now if we press run see we're back in this world but if I push around on my left stick and it's head based by the way so it chooses where to go based on head there's ways to change it so it'll go based on your controller but right now we're just using it this way and you'll see I can move around wherever I want I can kind of walk on over here I can hit the ball why isn't the ball triggered yet hit the ball around I can do whatever I want and I can also turn smoothly and wow smooth turning really gets me even if someone uses VR a lot smooth turning definitely causes a bit of nausea it's definitely the most intense of any of the movement things that you can do in VR so anyway we can smooth turn now we can smooth moves how about getting rid of these weird lasers I think that's a really common thing people will want how can I instead of like grabbing with a laser what if I just want to like you know pick it up when I get close to it so let's add that real quick take off my headset and the next thing we want to do is add grabbers kind of around our hands to do that we want to go to our controllers I'm going to click on both scroll down and you'll see all of these line renderer XR interactor line visuals turn that off turn this one off we don't want any more lines we just kind of want to grab as though it's with our own hands XR ray interactor off we want to add a new feature so to do that we want to add something called XR direct interactor XR direct interactor I forgot it'll tell you if you mess up that you aren't even allowed to have a ray interactor at all on a something where you want to have a direct interactor so it's not enough to just disable it you have to remove it so I'm going to go over here I'm going to remove component is it going to remove it from both of our hands by the way okay rest of these can just stay disabled so I'm going to once again add XR direct interactor here we go it's missing one thing though it doesn't know where our hand is it needs to have kind of a collision box for what our hand would be for it to know if it can pick things up yet so we want to add a little collider sphere shaped collider to both of our hands right now we have both of our hands selected so to add this collider all we got to do is go to add component sphere collider and it's probably pretty big right now it's actually pretty massive let's downsize that a little bit maybe the radius should be ooh the center's let's center that and let's make it maybe half the size right that sounds about right to you let's go right now it's at 50 what if we changed it to 0.2 yeah that's probably a good radius around your hand the last thing we need to change about this is we want to make sure it's set to is trigger and then you're good so let's give it a try I'm actually going to go back to a locomotion system real quick because of how painful continuous turn is I'm going to turn that off I'm going to turn back on snap turn and I'm going to make sure that's also only on my right hand okay so saving let's go into VR once again so click the play button I'm going to get my controllers real quick controller alright here we are back in the world I can snap turn I can walk around wherever I want and now there's no more lasers right no more lasers so let's let's kind of walk over to this ball when I grab I can grab and it just kind of jumps to my hand right so I can't do it from a distance anymore I got to get up close and then I can grab the ball we could if we wanted we could turn off physics when we're making the prefab so that doesn't have physics it'll jump right into your hand but right now we just kind of keep it on because it's fun to be able to play with objects I could let go of this I can balance it between my hands it's kind of fun okay so ending play the final feature we want to add is the ability to run this on any computer any device it's right now we can kind of play it in here but it's choppy here it's not efficient and if you want to be able to run it you know on a quest you want to be able to run this on a computer you want to give this to your friends this game you made you're going to want to be able to export your file as an executable package it up so all we do for that so you want to go to file build settings you want to add open scenes and then you would go to build when you click build it'll ask you what folder do you want you're going to want to find somewhere you can have a little folder because it's going to put all of the materials with it as well so kind of make a zone typically I have this thing called code and in code my code folder I have a bunch of sub folders for my projects each one I have okay so I'm not going to export it today it takes a long time but that's what you'd want to do alright so yeah, given that you've followed these instructions you should be able to make a simple VR game and you can always add things on to this in order to do more stuff you know create new hand shapes build different worlds make different areas to teleport to all the mechanics you want to do but I hope this has covered the basics of making something in VR if you want to go try out some VR headsets stop by the virtual environment studio on the fourth floor of the library in 4020 and we have a bunch of different kinds of VR headsets and you can come and you can even play games and you can borrow a headset you can go to the studio's technology landing desk on torg bridge and there you can rent you can borrow VR headsets and even you can even borrow more intense pieces of equipment from there even board games all sorts of stuff there so definitely check it out and yeah and so I've been Alex Krasner GA at VES thank you for coming to this workshop


You know, you talked a lot about how it's spread through air droplets and so I work in the film industry and now we have an entire department that is called the COVID Compliance Department and, you know, their job on set is essentially to enforce a six foot separation policy, masks, face shields, but they also go around and they clean highly used surfaces. And it seems like an easy thing to do, makes sense, everyone's touching it, clean it, sanitize it, whatever, but it seems like it should be more of a focus on getting air scrubbers into filming stages and worry more about the ventilation as opposed to high traffic surface areas.  So this is still an area of scientific debate, although I would say that most scientists have come around to the opinion that the dominant mode of transmission is airborne. Public health agencies such as the World Health Organization and the CDC have been very slow to accept that conclusion or to endorse that officially and they've maintained from the beginning, even before the pandemic, that the standard strategy for dealing with disease is wash your hands, disinfect services, and stay apart from sick people. So essentially that advice hasn't really changed except there's that specific six foot version of it in the United States, which is not followed elsewhere, but nevertheless that has been generally the public health guidance. Now I think personally, and I think many, many scientists agree that the airborne transmission is in fact dominant. So the kind of transmission you're talking about in a pedi-mology is called fomite transmission. That's where there's an infectious residue, let's say from breathing or coughing which ends up on a surface.   So first of all, the direct evidence for fomite transmission is not that strong and to my knowledge is not a single definitive recorded case of fomite transmission. There are many, many definitive recorded cases of airborne transmission and in fact there are many cases of COVID spreading that can only be explained by airborne transmission. Furthermore, respiratory diseases such as COVID-19 often are spread by an airborne route and this has been established in the past. So for example tuberculosis was treated for decades in exactly the same way. Wash surfaces, you know, think worry about coughs, and finally it was it was shown that that's the only way of transmitting essentially is airborne because the pathogen, which in that case is a bacteria, would be contained in those aerosol droplets I mentioned that needs to get deep into your lungs into the smallest pathways, the alveoli, and they are so small that only the smallest droplets can actually get there.  How is it exactly going to get into your lungs? You know, because the virus is not really present in your blood or other bodily fluids, aside from the respiratory tract. So even if you were to touch your eye or sometimes you might ask, you know, again, it's the physics of transmission, physically, not biologically, but physically, how is that virus going to get into your lungs or into your respiratory tract? So it's it's it's my opinion that the phomite transmission is not a significant mode of transmission for COVID-19.  So, you know, if you're going to be cleaning surfaces, I don't want to tell you not to do that, but you're absolutely right that if you believe, as I do, that airborne transmission is dominant, then you really should be worrying about the air, which means you should be worrying about primarily the exchange of the air. So ventilation is the number one factor, again, comparing the outside being the ideal, but inside still being, you know, a situation where you can control ventilation quite significantly. And also looking at other factors such as air filtration, wearing masks is critical and, you know, other some other mitigation strategies are available as well. But I think that's really the important thing that we kind of need to recognize is the importance of airborne transmission. I'm not the only person saying this actually by far. In fact, there are much greater experts than I am who spent their lives working on, you know, this area of public health who have been saying this. So, for example, Lydia Morofska at Queensland University of Technology, Donald Milton here in the United States, and Lindsay Marr, many others have been saying that airborne transmission is dominant for COVID-19 since the very beginning. And in fact, over the summer, they got together 239 concerned scientists to sign an open letter essentially to the World Health Organization stating, you know, this is the dominant motor transmission. The CDC did not accept or even mention airborne transmission until September when they posted some initial guidance, which they then took down, and then it came back in October, and they acknowledged that airborne transmission can occur, but did not acknowledge that it could be a dominant motor transmission. But they did at least acknowledge it can occur. World Health also around the time of that letter in the summer did acknowledge afterwards that airborne transmission could occur. So that's where we are right now, is that airborne transmission officially, according to the public health agencies, is a possibility. And so whether you think it's dominant or not, I think it's dominant, so do many, many other scientists. It's important to have a way to protect against it. So the agencies have not yet provided any specific quantitative guys to protect against it, which is really what I've been trying to provide, again, to go beyond six feet as it were. Because, you know, again, if you're talking about airborne transmission, the six feet, any distancing measure is really not the right way to go about protecting yourself. You know, a nice analogy I could give that I think kind of summarizes all of this is smoking. We all know the effects of smoking. If you think of the particles that arise when someone is smoking a cigarette as these infectious aerosols are breathing out, we all know that there is the risk of direct transmission. I could exhale my cigarette directly in your face. In fact, we're also aware of that, that most smokers don't do that. They tend to look away and blow somewhere slightly away from someone else's face. You know, so we're aware that that is kind of giving an increased transmission of smoke particles. That's pretty obvious, right? On the other hand, we also know that when you're in the room with even one smoker, is that pretty quickly, very quickly, you can smell it and even see it everywhere in the room. And it doesn't matter if there's a face shield.  The smoke's just gonna go right around it. Like it's totally useless. It'll block the momentum of that sort of puff, you know, which is useful.  They're in the air. And we also know that, you know, if there were, let's say at the supermarket, there's this kind of barrier, oftentimes, old plexiglass between you and the other person. Again, if I'm gonna cough directly on the cashier, that is probably a very good protection, just like a face shield would be. But again, if we're asymptomatic, nobody's coughing, we're just breathing, and we're all wearing masks on top of that, it's not possible to have that sort of projectile of respiration going towards somebody else. Instead, there's this kind of leakage of particles and droplets much like smoke. And what we should be worrying about essentially is like the secondhand smoke. So if you wanna think about it, this is, you know, the theory that I've put forward in the guidelines is sent here a way to protect yourself from a secondhand smoke in the room. In fact, the equations for smoking would be exactly the same. I would just have to change, you know, kind of the number of particles per breath or something like that. But the basic principles of ventilation, filtration, everything else would apply just as much in that case. Hey everyone, thanks for checking out that clip. If you enjoyed it, be sure to hit the like button down below. And if you're interested in hearing the full episode, it's out right now on our YouTube channel. We've had a lot of great guests come on this show before and we've got a lot of great guests coming up in the future. So hit subscribe so that you don't miss a single episode. And one final note, we're always looking for new ideas and new companies to feature on the show. So if you know of someone or know of a company, write us a comment down below letting us know who they are and what they do. We'd be happy to have them on the show. Till then, I'll just be here waiting for your comments. So, see you later.


While voters continued voting in a few parts of the country where glitches prevented a smooth process on Saturday, counting is already underway in the presidential and parliamentary elections. The case was that yesterday it was a terrible thing but today they have tried to remedy the situation. We have come to exercise our franchise which is making us to be happy and we can see that things are working normally as it should be. The election was very nice, there is no problem, no fighting, the cuts were normal in other states but I don't need the rest of the states.


Hello Manaka Mataji, this is Joygirl, and today we're going to look at changes that were made from a chapter's initial release to when they were released in their respective volumes. What we mean by this is that at times there have been cases where there have been changes in the manga due to minor mistakes or simply odor changing his mind which have been revised by the time the chapter was released in volume form. And the point of this video isn't to critique or point out errors that have been made in one piece solely for the purpose of proving that even someone as detailed and dedicated as odor makes mistakes because some of these examples don't even seem to be mistakes and rather just changes in decisions whereas actually proof of odor's amazing attention and commitment to detail, though some of these are in fact errors that slip through. Nonetheless I do think that this is an important topic because these differences between the initial chapter and volume releases have at times caused confusion amongst the fan base and with a series as intricate and nuanced as one piece, every detail counts. And it's certainly interesting to look at and whilst there are plenty of these examples of these changes that have happened throughout the series, in this video we'll be focusing on the changes that were made in the volumes for our current Wano arc. The first detail we'll be looking at is the name of the Kazuki family. And it seems I've lied to you already because this chapter isn't actually a part of the Wano arc but I thought I should include it anyways because it certainly does heavily relate to Wano. In any case in chapter 816 it's interesting to note that the Kazuki family wasn't initially called Kazuki. When Kinamon introduces himself as a retainer he actually calls himself the retainer of the Kugetsu family. However in the following chapter 817 the family's name was changed to Kazuki which remained the family name for the rest of the series and in the release of volume 81 chapter 816 was revised so that the name would remain consistent. It seems that the meaning of Kugetsu and Kazuki is very similar essentially meaning the same thing as they both refer to a shining moon with the initial Kugetsu translating to bright white moon and now the name as we know it Kazuki translating to light moon. In fact when written out in Japanese these two names even share the same kanji characters. As far as I know it isn't known why this name was changed because unlike other changes we will discuss there was no explanation provided by Oda or his editors. So maybe Kazuki just had a better ring to it. I mean seeing as that's the name we're now familiar with it's definitely the one I prefer especially when we know a Katetsu in Wano which sounds very similar to Kugetsu and would have surely resulted in some mix-ups. Or maybe Oda has greater plans where there may be a nuance that will be revealed later though I personally wasn't able to find any difference between Kugetsu and Kazuki which could have a more meaningful significance in my research. But if you have a better understanding and knowledge of Japanese than I do and can enlighten the rest of us please leave a comment below. Another volume release that was different from the initial chapter is that of Avalo Pizarro's role within the Blackbeard Pirates. During the intermission between Acts 1 and 2 in chapter 925 Pizarro's title stated him to be the captain of the second ship within the Blackbeard Pirates fleet. However we had known Pizarro to be the captain of the fourth ship with that rank of the second ship's captain being known to be held by Shiryu. Well this was corrected to be a slip-up very soon after with the official one-piece Twitter account confirming Pizarro's status as still the captain of the fourth ship not the second. And this rectification is the version you will find in the 92nd volume of one piece. Pizarro isn't the only character whose status has raised some eyebrows because we also saw this happen with Kobe in the second intermission between Acts 2 and 3 of Wano. In chapter 956 our once timid choreboy was introduced as a rear admiral within the Marines which was very impressive considering that it was only in chapter 903 that we found out he had been promoted to captain. However this has been corrected since then with the 95th volume revising Kobe's ranks introducing him as still a captain and not a rear admiral. An interesting detail however is that whilst this error was corrected for the Prince of volume 95 the online copy available on Viz still states him as rear admiral which is an important detail to have correct because progression and strength is a significant element for all character development but especially Kobe's who was first introduced to us as well as in the words of Luffy kind of clumsy and dumb gutless too really worthless. But throughout the series we've seen him grow both physically and mentally dedicated to keeping his promise to Luffy to one day rival the future pirate king and whilst power scaling isn't something I really engage in this still was definitely surprising and confusing for me as my perception of Kobe's strength and status really shot up after reading this chapter especially when we consider that this would mean that Kobe would join the ranks of Hina and even DS Drake who was formerly a rear admiral before he went undercover as a pirate which would be then very confusing when we also take into account that DS Drake is now Kobe's captain within sword so I'm sure that this misinformation still remaining in the Viz copy has is and will be confusing others who are not privy to this detail so please do feel free to share this video widely the next revision we'll be looking at concerns the timeline of events which took place at Wano. Apart from being the longest arc in the series history Wano's events can get a bit confusing especially when we take into account the time skip within the series the flashback within Wano and then time travel on top of that which was a new phenomenon which Oda introduced us to in this arc which we previously didn't even know was possible in the world of One Piece. Things got even more confusing in chapter 959 which is the chapter featuring the beginning of Odin's flashback and in the initial chapter release the flashback is narrated to have started 39 years ago however this was later rectified with Oda's team clarifying that Odin's flashback began 41 years ago and not 39 like the chapter said. This seems to be miscalculation due to the two-year time skip after Marineford where if we're calculating dates from the present day timeline then Odin's flashback would have been 41 years ago from now but 39 if we were thinking of the timeline when One Piece started. In any case this rectification was made for the release of volume 95 but with volume 95 being the same volume containing the clarification of Kobe's status it seems that the digital vis copy still hasn't gotten around to changing this yet because 39 years ago is still the detail you will find when reading chapter 959 online and I have to say this clarification by the One Piece team is very welcome and appreciated on my part because I myself have been very confused about putting these dates together reading the chapters on vis because these dates simply don't match up especially when we consider all the other years that are mentioned during the flashback and compare them to events in the present timeline and I imagine that this means all the other dates that got mentioned during the flashback will have to be adjusted accordingly because in the vis copy online of chapter 962 it also still says six years after that a full 33 years before the present day and this is obviously a reference to six years after the original mistake in 39 years not the revised 41 because well that's just how math or maths as we say in the land down under works and then chapter 963 which states three years later 30 years before the present date should probably say 32 years and I'm sure you get my drift for the rest of the flashback now as far as I'm aware there haven't been public updates every time a new chapter within the flashback continued with this incorrect timeline but I imagine these were rectified when the volumes were released but this certainly hasn't been corrected for the vis copies online and I don't yet own physical copies of the volumes to check for myself so if you're someone who does have access if you could please check your copy and then confirm this for us by leaving comment below that would be greatly appreciated now onto a change that wasn't an error and instead perfectly captures odor's attention to detail which relates to the toby rapo page one's design and this isn't an example of something that was rectified in the volume release after its initial chapter but I thought it would be nice to include this change in the video anyways seeing as it is a change that has occurred during the wano arc since his depiction in chapter 930 there was a noticeable change in page one's zoan form specifically that of his tail compared to the tube-like circular tails of most dinosaurs drawn in his initial design in chapter 983 page one's tail was flatter and fin-like in sbs volume 97 odor confirmed that he made this change to reflect some revelations that were made in real-life paleontology where scientists discovered that the spinosaurus the model of page one's ancient zoan fruit actually had a bone structure that allowed the dinosaur to swim odor noted that he thought he could sneak this update in this is just one of the examples where we know odor to be accurate in his portrayal of real-life inspirations and I know I'm not the only one who appreciates this level of meticulous detail and whilst yes this video also touched on some genuine mistakes this doesn't take away from the dedication odor has shown throughout the over 20 years he has been providing us with the best story the world has ever known let me know what you think and whether I missed any changes by leaving comment below don't forget to like and share the video so that we can stop any continuing confusions which may still exist as a result of these changes and please do subscribe for more one piece content like this you can also join the joy fleet discord server where you can discuss one piece further as well as participate in fun activities with fellow one piece fans thank you to our patrons who help support the channel and just letting you know that becoming a patron will also give you fun discord perks and powers this is your girl and I'll see you again soon


So, I would like to introduce our next speakers, which are WUHA, David Traffula of Sunezis and Nikolai Kandelari of Cyber Grid. And they will discuss open source interoperability for distributed energy storage and other flexibility resources. Thanks to you, you can start now. Thank you. Good morning. So, like they said, we are Nikolai and David. We are for the record both students still. So, please have mercy on us with questions. But then today we'll present you the project interstore and its goals in which our companies and many others are participating. So, the start on the market, on the grid, there are many protocols for the distributed energy resources integration. And this is both a good thing because many protocols means you can integrate many different resources properly. But also it can be a challenge or a problem even because the different protocols and their different implementations of which there are many are hard to connect, to talk to each other. And then there's also a big need, a bigger, well, a rising need for the data exchange, you know, in many use cases around projects and also in real-time scenarios. We see the rising need for that. So, these two challenges brought the wise men of the consortium of the interstore project to start working on the objectives of interstore which are basically the solution for these two challenges. So, the development of an open-source software which would help for easier intercommunication between different protocols. And this software would be then developed on three levels. So, but all three levels would be via NETs and the data model would be IEEE 2030.5. Now, why we will use NETs and not maybe REST, which is more common and why IEEE will leave that to David. But what I can say is that the three software developed will look like this. So, one of the software will be the legacy protocol converter. So, for the existing communication protocols and the conversion to it and then we will develop client-server protocol for the newer. So, the one to be integrated in the grid. And also the third thing we will develop is the protocol certification for this new protocol so that the integration is as seamless as possible. Now, this is the first objective. The second, as I said, is the push for more bigger involvement of data exchange. And the third would be the further integration of distributed energy storages for which we can say batteries, but also many others, into the grid. So, just a quick recap. The full title of the project is Interoperable Open Source Tools to Enable Hybridization, Utilization, Monetization of Storage Flexibilities. The founding mechanism is through Horizon Europe project. The project started this January and will last for three years. And the budget, the total budget is 4.3 million euros. Because of the challenges and objectives, the partners involved in the project are different. You know, I'm coming from CyberGrid, which is a company from industry. And then David is coming from Small and Medium Enterprise, also working in industry, but then there are also some universities. Like the coordinator, the Ahan University. And we have also many other institutes, research and development institutes. Well, the objectives will be... We will work on the objectives in two pillars, in a system of two pillars, which means that we have two basic support structures to the objectives you want to have. The first pillar will develop the open source software and the three implementations of it and also have a push on connecting the data to the open data spaces. And then the second is more practical, more practical connected to existing infrastructure. And we'll develop the already used energy management systems to new levels so that there is an implementation of this new software and also the push for the storage systems. And then using these new tools, the developed energy management systems will try to get an advantage on the market. So we will develop the software, we will make a new generation of EMS, so energy management systems. And then you know to check if everything also works in practice. We have nine use cases, you can see them here on the picture. And you may also see which software, developed software will be used in which use case and which EMS on your right will make sure that the software is properly integrated. And then the use case shows the benefits of it. So here is just a grid. I can also show you here the even more practical case, so a case of this. So as I said, I'm from CyberGrid and we have an EMS CyberNock which really basically helps the aggregation, is an aggregation platform for the distributed energy resources plus it then markets flexibilities from these resources. And we will use these to help the energy community to achieve greater sustainability and then trade the excess energy on the different markets. So what is IEEE 2035? It is also known as smart energy profile that was developed by Institute of Electrical and Electronic Engineers. It is basically a communication standard that involves a range of applications such as demand response, load control, time of use pricing and the management of distributed generation and electric vehicles. In more technical terms, IEEE 2030.5 defines the application layer with TCPIP providing functions for transport and internet layers. It interacts with various physical layers and a variety of lower layer protocols may be involved to provide a complete solution. The standard also defines the mechanisms for exchanging application messages and specifies the exact messages including error messages that are exchanged. It was designed to support a variety of use cases in the domain of the smart grid technologies. This includes supports for distributed energy resources, electric vehicles and customer management systems. It's capable of conveying price signals, demand response signals and other relevant information from the utility to customer devices and vice versa. These two communication allows for better coordination of energy generation and usage. It was designed to basically, the standard has a potential to play a significant role in the transformation energy sector, especially with respect to the integration of renewable energy resources, electric vehicles and the general shift towards more interactive and dynamic energy generation practices. Some advantages of the standard are that it promotes interoperability because it uses common language and format for data exchange, so it makes it easier for devices from different manufacturers to communicate between each other. It's also flexible and extensible as it allows addition of new functionalities and capabilities as the technology involves. It also supports the concepts of demand response, load control, time of use, pricing and other initiatives that make up a smart grid, improving grid efficiency and reliability. It is also easily integrable as it is built on widely used technologies and protocols such as HTTP and XML. Here in this image you can see global interest in IEEE 2030.5 as of May 2021 and in the future we expect this to grow exponentially. Neural Autonomic Transport System, or NETS, is an open-source, cloud-native, messaging system often used in distributed systems, microservices and IoT networks. It is designed to be simple, secure and high-performance with clients available in a variety of programming languages. And even though IEEE 2030.5 uses rest for communication, we will use NETS because of its properties. It is designed to be lightweight and fast, providing high-throughoutput and low latency, which is crucial in real-time systems. It also supports published subscribes, point-to-point communication models, which are asynchronous in nature, so it doesn't create performance bottlenecks and it doesn't block processes. It also promotes loose coupling between services as it uses a messaging system and it doesn't require knowledge of the endpoints and it also supports real-time updates through its published and subscribed model. It also has the advantage of having built-in mechanisms for handling failure such as automatic reconnection, message-free delivery, and queue groups for the distributing load and ensuring continuity of services. Last but not least, it is also simpler than the rest, which has multiple conventions and standards because NETS has a minimalistic design philosophy and a straightforward API. Our project or our toolkit will consist of two solutions, client-server connectivity and legacy protocol converter connectivity. In client-server connectivity, energy devices will act as clients and utility companies will act as servers. Here, basically, devices will send data to the servers using NETS, implementing IEEE 2030.5. This solution is more suitable for grids that are being built and for devices that support custom execution of programs. The second solution is legacy protocol converter. Basically, here, legacy protocol converter will act as a middleware between energy devices and utility companies. Here, devices do not send data directly to the servers, but they send the data to legacy protocol converter using Modbus or MQTT, and then legacy protocol converter will convert this to NETS or MQTT, both implementing IEEE 2030.5. And then legacy protocol converter will forward this data to the utility companies. This solution is more suitable for already established grids and devices that do not support execution of custom programs. Basically, here, legacy protocol converter will act as an aggregator. Our project will be open source available on GitHub. It will include a reference implementation with test procedures, and I would like to emphasize that everybody is welcome to contribute to the project once available. The first version will be available in March 2024. So the idea is that we develop the software for the first part and then the first version, and then we really, if we want to achieve the breach between different protocols, we need your help. We will need an open source community, build an open source community and have as many participants as possible to really reach different aspects, which we will not cover during these three years of development and really achieve the interoperable status we want to have. So for any of you who would like to participate afterwards in the community building part, you're really invited to come to us after the presentation and we can discuss it further. That's it. Thank you. Okay, we have a lot of time for questions. So please, if you have any questions, that's the right time. Yes. Thanks for the talk. Really interesting. I really think it's a really good use project to work on. What was not really clear to me is where does the legacy converter part of the code, where does it live? Is it on device or is it in some kind of backend store? Well, basically it will live on some kind of IoT gateway. Okay. It can also live on some main device to get all the data. But usually it is designed to live on a gateway, but also it can really live anywhere. It will be a microservice so it can be in the cloud or it can be even on device. It will be designed to function on the devices in constrained environment so it wouldn't take a lot of resources, and so on. And after that, just sending it through to the end receiver part then? Yes. Yeah, cool. Okay, thanks. Also here just to say, the legacy protocol converter will also have many different ways of implementation, not just one, in order to have it as big an effect as possible. Yeah, I can imagine that it's custom code so you don't really want to have it downloaded on a device itself. Just send the legacy protocol to the gateway and then parsing it. Cool. And although all those different mappings from the legacy to the end protocol is open source and managed by managing the Gitter project, I think then. Yes. Basically the biggest challenge is mapping from Modbus because each device has different registers with different function codes. This will be the biggest challenge, but with MQTT it's pretty straightforward. We have topics so it's a lot easier than Modbus. Cool, makes a lot of sense. Thanks. Are there any device manufacturers currently busy with implementing the IEEE 2035 standard in the devices? Invert company, you mean? Not just any device like solar inverters? No, there were many talks and there are still many talks and some come back and some say yes and no. But no, for this time, no. Which is a shame, right? Because we really want to have them on board and have a first person experience of what the device looks like behind the hood, let's say. I had a question about the choice for 2030.5. We are from a DSO and obviously focus a lot on 61850. What's the difference or choice between 2030.5 or 61850, which also standardizes DR integration? Why did you choose for 2030.5? Because it's supposed to be newer and there's also a lot of... It's supposed to standardize the communication in a more general way and it's supposed to include a lot more devices and there are already some use cases in California and Australia. But yeah, basically it's... Yeah, I think California and Australia are standardizing on this, indeed by legislation also. The European Union, it's a bit of 61850 and a battle between those two standardization bodies, I guess. Yeah. As much as I have read on this, I think the difference is also that IEEE was made for distributed systems, which we also focus on. Distribute energy resources storage resources, storage systems. And the second one, I'm sorry, I don't know the correct name, so I will say the second one, it was developed after to integrate this part and IEEE was designed for this, so I think this is the difference here. Any other question? Thanks again. The next topic is actually canceled because Abhishek Kumar could not make it today, so sorry for that. So we're going to come back at 2 p.m. for another talk on C-PASS, more technical by Matthew and Florian from RT. If you have any questions regarding the left energy, I think we can definitely answer to some of your questions because you may know that this group of the Linux Foundation is quite new. Definitely I encourage you to join. There is many projects. You have just a sub-overview today of the projects of left energy, but I can say that there is many projects coming. They're very interesting in a lot of different areas. Today we saw already Everest and C-PASS, but there is some others. So there is a few open source governance, so I encourage you to join. Okay, thank you.


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