In my adventures of VR movement systems, I have designed my own system. The 'Leaning' system is meant to enable the player to control their movement with their own physical movement.
Process
Again, Unity and the SteamVR plugin have been chosen as the development environment for this experiment. The technical design behind this system is to mimic the idea behind a joystick on a gamepad, where the player sets their starting position and then the direction and distance from the user’s head to the starting position. This gives the user 360 degrees of movement. The distance measure also applies to the users velocity, where the further away the user is, the faster they will move.
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In the years of VR development, travel has been one of the greatest challenges for developers to overcome due to how common motion sickness occurs. This issue is so detrimental to the industry, because of multiple reasons.
To first begin analyzing how a new system could help solve this problem, we should take account of systems that have already been developed.
There have also been developments of physical space movement systems that take the users movement in real-space to travel in the virtual environment. I would like to break these systems into a few categories:
Some developers have begun to experiment with tracker systems to give users a more immersive experience. These systems are typically combined with virtual systems we discussed earlier such as sliding and often involve the player walking in place, swinging their arms, or bobbing their head. They can also require additional trackers on the feet or waist to gain more accurate input about the user’s intended movement. These systems can be quite intuitive, but somewhat cumbersome for users usually physical exertion is not ideal. Especially if you want the user to comfortably enjoy the experience for an extended period of time. When designing a movement system for VR experiences there are a few considerations you should keep in mind.
Sources: Sherman, W. R. (2019). VR developer gems. Boca Raton, FL: CRC Press. |
AuthorInterested in Level design, Procedural Generation, System Design, Geospatial Technology, and many other aspects of Game Development. Archives
March 2021
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