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markfrancombe's avatar
markfrancombe
Honored Guest
9 years ago

Avoiding motion sickness on FPS movement

I am a very recent artist/developer on Rift, have produce a few Google Cardboard games/things before, so not a total Unity n00b, but not a programmer realy.
My first experiences in Rift/VR (usual free stuff on Home) are very impressive, and Im looking forward to implementing some of my previous experiments for Rift. I have noticed however that most of the examples are of the static position of the view, but with "Headlook". The few that I have tried (Eve etc) that employ actual player movement, are quite nauseating, as are MY first tries at doing it in my own games.
Currently I am just using the standard Unity FPS with VR enabled. This has a very jerky (stop/start) movement with no easing in or out of player movement. I think that this may help in reducing quease.  :) 
Am I right?
Are there any other hints tips or tricks that are well know helpers in this issue?
And are there any "drag and drop" solutions that I can get from Unity Asset store that are found to be an improvement to the usual standard Player.

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