treebolt
11 years agoHonored Guest
Head Axis Demo
I've tried many demos since creating my cardboard a couple weeks ago (have DK2 shipping soon, can't wait!). I noticed there are a couple of ways to handle player body rotation, either physically rotate your whole physically body, or use a controller axis to rotate the virtual body. I didn't really like either of these experiences and wanted to be able to rotate my virtual body using the rotation of my physical head. I haven't seen a demo yet use this method, so I created this experiment in Unity and exported to Android format via Durovis Dive SDK.
I made a demo for my cardboard and wanted to share. You will need a controller (I am using an Xbox 360 controller connected to my S3 via OTG cable). After you launch, the first thing you want to do is face forward and press "joystick button 0", for me that's A button. This is to calibrate center axis rotation. Press this regularly throughout the demo if you feel off balance but don't hold this button in.
https://drive.google.com/file/d/0B0UKIsZgsqL7MGFuSlRacldOVk0/edit?usp=sharing
Controls:
X / Y axis (or top left joystick on xbox controller) - move / strafe
joystick button 0 (or A button on xbox controller) - calibrate center rotation
joystick button 2 (or X button on xbox controller) - reset demo
joystick button 3 (or Y button on xbox controller) - jump
joystick button 5 (or R1 button on xbox controller) - show extra info
A bug I have noticed and can't seem to fix (not sure if this is the 'drift' issue I see people talking about?) as I move around, the yRotation seems to be affected slightly, even though I'm only moving in the x and z planes. This is why constant calibration of center rotation is needed. You can see what I'm talking about if you hold down the show extra info button and strafe forever. The y rotation is affected when it shouldn't be.
Anywho, what do you guys think about this concept of VR traversing? If people want it enough I'll open source the code / unity project.
P.S. it is possible to get on top of the buildings if you try hard enough ^_~
I made a demo for my cardboard and wanted to share. You will need a controller (I am using an Xbox 360 controller connected to my S3 via OTG cable). After you launch, the first thing you want to do is face forward and press "joystick button 0", for me that's A button. This is to calibrate center axis rotation. Press this regularly throughout the demo if you feel off balance but don't hold this button in.
https://drive.google.com/file/d/0B0UKIsZgsqL7MGFuSlRacldOVk0/edit?usp=sharing
Controls:
X / Y axis (or top left joystick on xbox controller) - move / strafe
joystick button 0 (or A button on xbox controller) - calibrate center rotation
joystick button 2 (or X button on xbox controller) - reset demo
joystick button 3 (or Y button on xbox controller) - jump
joystick button 5 (or R1 button on xbox controller) - show extra info
A bug I have noticed and can't seem to fix (not sure if this is the 'drift' issue I see people talking about?) as I move around, the yRotation seems to be affected slightly, even though I'm only moving in the x and z planes. This is why constant calibration of center rotation is needed. You can see what I'm talking about if you hold down the show extra info button and strafe forever. The y rotation is affected when it shouldn't be.
Anywho, what do you guys think about this concept of VR traversing? If people want it enough I'll open source the code / unity project.
P.S. it is possible to get on top of the buildings if you try hard enough ^_~