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HappySlice's avatar
HappySlice
Honored Guest
12 years ago

Charactercontroller/OVRCharactercontoller&rigid body/physics

I've been experimenting with hmd flight controls with an OVRcamerarig attached to a rigid body cylinder. Ideally I'd like the player to have basic fps controls and then be able to fly off of the ground.
I am currently using rigid body physics for the flying controls, where in the player controller you have the ugly .js character motor to deal with or in OVRcharacter controller you have fake gravity coded in to the character controller and no rigid body in either.
What are best practices / popular methods of adding physics to players? Are rigid body's a Nono? And why?

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  • OVRPlayerController is just one example of comfortable locomotion in VR. There are other ways to do it. I would recommend writing your own script to fly around. You can skip OVRPlayerController and just add an OVRCameraRig to your new controller. Remember that acceleration and rotation can quickly make players uncomfortable. It's generally a good idea to move quickly between different velocities and orientations. Have a look at our Best Practices Guide for more: http://static.oculus.com/sdk-downloads/documents/Oculus_Best_Practices_Guide.pdf.