Forum Discussion
markfrancombe
9 years agoHonored Guest
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.
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.
3 Replies
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- vrdavebOculus StaffEasing will make sickness worse. Generally any acceleration will be bad, so you should try to minimize that. Consider moving at a slower (constant) velocity. Also check out this oldie but goodie from Tom Forsyth on comfort: http://www.gdcvault.com/play/1020714
- vrdavebOculus StaffAnother thing to try is our OVRPlayerController, which is in the Oculus Utilities. The movement there has been tuned for comfort (although the stock yaw isn't great).
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