Tilt Brush is licensed under Apache 2.0. It is not an officially supported Google product. See the LICENSE file for more details.
The Tilt Brush trademark and logo (“Tilt Brush Trademarks”) are trademarks of Google, and are treated separately from the copyright or patent license grants contained in the Apache-licensed Tilt Brush repositories on GitHub. Any use of the Tilt Brush Trademarks other than those permitted in these guidelines must be approved in advance.
For more information, read the Tilt Brush Brand Guidelines.
Get the Tilt Brush open-source application running on your own devices.
Support/bin
directory)Tilt Brush is a Google trademark. If you intend to publish a cloned version of the application, you are required to choose a different name to distinguish it from the official version. Before building the application, go into App.cs
and the Player settings to change the company and application names to your own.
Please see the Tilt Brush Brand Guidelines for more details.
Running the application in the Unity editorFollow these steps when running the application for the first time:
/Assets/Scenes/Main.unity
. Unity should automatically prompt you to import TextMesh Pro.These steps have been tested with Release 1.0.54.
Building the application from the Unity editorAlthough it's possible to build Tilt Brush using the standard Unity build tools, we recommend using a build script to ensure the application builds with the correct settings. To run this script, go to Tilt > Build > Do Build, or build from the Tilt Brush build window by navigating to Tilt > Build > Build Window.
Note: The application may take a while to build the first time.
Building the application from the Windows command lineUse the build
script in the Support/bin
directory to specify the target platform and the build options you wish to enable. Run build —help
to see the various build options.
You should be able to get the basic version of Tilt Brush up and running very quickly. The following features will take a little more time.
Note: Uploading to Poly has been removed completely and cannot be added back in, because it uses an internal Google API. Download from Poly can still be enabled.
Systems that were replaced or removed when open-sourcing Tilt BrushSome systems in Tilt Brush were removed or replaced with alternatives due to open-source licensing issues. These are:
Set up Google API support to access Google services in the app.
Enabling Google service APIsFollow these steps when enabling Google service APIs:
Create a new project in the Google Cloud Console.
Enable the following APIs and services:
Note: The name of your application on the developer console should match the name you've given the app in App.kGoogleServicesAppName
in App.cs
.
Follow these steps when creating a Google API key:
The OAuth consent screen asks users for permission to access their Google account. You should be able to configure it from the Credentials screen.
Follow these steps when configuring the OAuth consent screen:
Fill in the name and logo of your app, as well as the scope of the user data that the app will access.
Add the following paths to the list of scopes:
../auth/drive.appdata
../auth/drive.file
The credential identifies the application to the Google servers. Follow these steps to create an OAuth credential:
Follow these steps to store the Google API Key and credential data:
Assets/
directory called Secrets
that contains a Secrets
field. Add a new item to this field.Google
as the service. Paste in the API key, client ID, and client secret that were generated earlier.Note: Tilt Brush is a Google trademark. If you intend to publish a cloned version of the application, you are required to choose a different name to distinguish it from the official version.
Tilt Brush targets SteamVR instead of Oculus by default. Follow these steps to enable native Oculus support:
Note: The above link goes to version 1.41, which the official version of Tilt Brush was built with. Later versions have not been tested. You only need to include the Platform
and VR
subdirectories when you import.
OCULUS_SUPPORTED
in Scripting Define Symbols. Add it to the end of the list and use a semicolon to separate it from the previous define commands.Follow these steps to build your app for Oculus Quest:
OCULUS_SUPPORTED
in Scripting Define Symbols in the Android tab of Player Settings, under Other Settings. Add it to the end of the list and use a semicolon to separate it from the previous define command.Builds/OculusMobile_Release_TiltBrush_FromGui/
.adb install com.google.tiltbrush.apk
.Follow these steps to publish to Oculus stores:
Secrets
file. Both Oculus
and OculusMobile
should have their own entries.Client ID
field for each.The Tilt Brush intro sketch uses some slightly modified shaders to produce the animating-in effect while the sketch fades in. For faster loading, the intro sketch is turned into a *.prefab
file beforehand. Only the shaders used in the intro sketch have been converted to work with the introduction.
Support/Sketches/Intro
. There are two versions, one for PC and one for mobile.*.prefab
files are located in Assets/Prefabs/Intro
.Assets/Materials/IntroMaterials
.Assets/PlatformConfigPC
and Assets/PlatformConfigMobile
files reference the *.prefab
files that will be used in the intro.Follow these steps to replace or alter the intro sketch:
SceneParent/Main Canvas
. Select any of the Batch_...
objects to check whether they have the intro materials set.Batch_
out from under the Main Canvas node.*.prefab
file called gameobject_to_prefab
. under the Assets/TestData
folder.Assets/Prefabs/Intro
folder.Assets/PlatformConfigPC
and Assets/PlatformConfigMobile
to point to your new prefab file.You may want to have a pared-down version of the intro sketch for the mobile version of the app. Stroke simplification is located in the Settings menu inside Tilt Brush.
Follow these steps to enable Sketchfab support:
Secrets
file.You will need to build C# wrappers for the Autodesk FBX (the Autodesk filebox format) SDK in order to import or export FBX and OBJ files in the app. See Support/fbx/README.md for details.
Follow these steps to enable camera path support:
CameraPathCaptureRig.RecordPath()
.To get video support you will need to put an ffmpeg.exe binary in to /Support/ThirdParty/ffmpeg/bin
. We have created a script to build one for you - it temporarily requires around 2GB of space to build but will clear up after itself.
Follow these steps to get video support:
/Assets/PlatformConfigPC
and add 'Video' to 'Enabled Multicam Styles'. 'Snapshot' should always be enabled.If you add video support, you may encounter a bug where the "Looking for audio" and "Play some music on your computer" text will disappear if the controller is angled too far. Fix this by doing the following:
/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader
file.TMP_SDF-WriteDepth.shader
.TextMeshPro/Distance Field
to TextMeshPro/Distance Field Depth
.Zwrite Off
to Zwrite On
./Assets/Fonts/Oswald-Light SDF.asset
.Atlas & Material
, double click Oswald-Light SDF Material
.Shader
from TextMeshPro/Distance Field
to TextMeshPro/Distance Field Depth
.When the user records a video from a saved sketch in Tilt Brush, a .bat
file is generated next to the .mp4
for offline rendering support. This .bat
file requires the path to the executable of Tilt Brush. The code for writing out this path to the file has been removed.
Follow these steps to restore the path:
Assets/Scripts/Rendering/VideoRecorderUtils.cs
in a code or text editor.CreateOfflineRenderBatchFile
near the bottom of the file.GIF support was removed for licensing reasons. To get GIF support, integrate your own system by following these steps:
Assets/Scripts/Gif Creation/GifEncodeTask.cs
.Assets/PlatformConfigPC
and Assets/PlatformConfigMobile
. Add Auto GIF and/or Time GIF to Enabled Multicam Styles.The released PC build had the following settings:
The released Quest build had the following settings:
Experimental mode is where features live before they are ready to be released in a production build. This mode enables the experimental brushes and experimental panel while disabling the intro sequence.
New features and brushes that you find in experimental mode may not work as expected. Sketches that use experimental features and brushes won't work on Poly or Sketchfab, and may break if loaded into production versions of Tilt Brush.
Turning on experimental modeFollow these steps to turn on experimental mode:
The Tilt Brush build system will then set up the experimental flag as needed when you make a build.
Making your code experimentalCode in experimental mode is usually surrounded by the following block:
# if (UNITY_EDITOR || EXPERIMENTAL_ENABLED)
if (Config.IsExperimental) {
// Experimental code goes here
}
# endif
In the editor, all you need to enable experimental mode is to turn on the experimental flag. The EXPERIMENTAL_ENABLED
scripting definition needs to be set, or the code will not be compiled into the build at all. This prevents unfinished features from being accessed by people who hack or decompile the executable.
Experimental brushes and environments are located in the Assets/Resources/X
folder. They are not included in non-experimental builds.
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