It's been a while since I made a post about, or have even thought about VR, but next year (and for the rest of this year) that is going to be our main focus. I wanted to review what I have learned so far about VR/ things to remember, while also looking into any other tips that I can find.
First I'm going to recap what I learned at ECGC last year, which I made a blog post about a while ago. That post focused a lot on the specific features Unreal Engine 4 had, and unfortunately, our computers at school are probably unable to use this engine. However, my interview with Hurley did give me some more general tips for VR. For starters, keeping your frame rate high so as not to cause nausea. This shouldn't be a huge problem for us, but is something to keep in mind. On the same track of not making your player feel sick, we need to be careful in how we do movement. Sudden, uncontrolled movements, especially with non-steady accelerations can really make a player nauseous. The last thing Hurley said is very different about working in VR is the fact that there are two, oddly shaped screens, and your design now has to accommodate that, usually by using special meshes or slightly different rendering. Now to the new stuff. This article talks about getting into VR by experiencing it and just playing around. It also mentions giving the player a horizon line to look at to keep them from feeling sick, making sure everything is scaled correctly so that your player doesn't feel lost or claustrophobic, and it goes on in detail about designing a UI. It emphasizes not having your player have to do crazy things (ie look down to an uncomfortable angle) just to do basic interactions. Most of the interactions should be easy to achieve without putting stress on the player's spine or neck. The Unity website has some other things to say about VR as well. Basically, it's simple to set up a VR project in Unity. You have to do some extra set up at the beginning, but then it's just a matter of changing the product settings to enable VR. While earlier I said we probably didn't need to worry about frame rate that much, the website pointed out that since it has to render everything for both eyes, frame rate will likely decrease. It also says that if you have a VR camera in the scene, you can't move it alone. It has to be the child of another game object, and then you move the parents and the VR camera will come with it. It also unfortunately will not set up different cameras for different eyes, so you have to do that part yourself., but the website does give an example of how to do so. It suggests not using visual effects since they are often unrealistic and costly to rendering time. Overall, I'm glad that there don't seem to be many differences between VR in Unity and VR anywhere else, but since I haven't done VR anywhere else, I'm sure it's still going to take a lot of learning.
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AuthorHi, I'm Abi, a DSA student who likes games, drawing, writing, and acting. Archives
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