Forum Discussion
VisualKnight
13 years agoHonored Guest
Questions about custom UDK
About the new UDK that's coming out in April...
I'm in no way shape or form a programmer, but I do know how to create levels in UDK. Will I still need to add a bit of code and have full licensing- this isn't really a problem, but It would be nice to know what the requirements are before I start working on things. Also, I'd like to know if making content now is a bad idea knowing that its a custom UDK and the other levels are incompatible. Thank you.
I'm in no way shape or form a programmer, but I do know how to create levels in UDK. Will I still need to add a bit of code and have full licensing- this isn't really a problem, but It would be nice to know what the requirements are before I start working on things. Also, I'd like to know if making content now is a bad idea knowing that its a custom UDK and the other levels are incompatible. Thank you.
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- ShulHonored GuestAfaik you don't need to buy any license for udk and the rift, so hang on for an official answer from ovr
- lazaHonored GuestWell as far as I know we only need to buy the normal 99$ commercial license of the UDK to be able to deliver content for the OR. Than the 25% share after 50k $ rule applies.
- StanleyPHonored GuestThe way I understand it is that the udk doesn't require a license as you don't have access to the source code. The April update should contain compatibility to use the rift. This shouldn't make any difference to your levels as technically the rift is just an input device and monitor.
The difference is building levels for standard monitors vs the rift. I've not got my rift yet but I've read things look different when using the rift compared to a monitor. For example, a doorway looks ok on a monitor, but when using the rift it looks to small. The perception of objects change.
I'm looking forward to experimenting in udk when my rift finally arrives.
I can't wait. - CymaticHonored Guest
"VisualKnight" wrote:
Will I still need to add a bit of code and have full licensing- this isn't really a problem, but It would be nice to know what the requirements are before I start working on things. Also, I'd like to know if making content now is a bad idea knowing that its a custom UDK and the other levels are incompatible. Thank you.
The custom Oculus UDK should be landing within a week or so, and most likely won't need a whole lot of coding. My guess is that most basic things will be adjustable through the config system (essentially editing .ini files). UDK is a free download, no licensing required until you want to go commercial.
Anything that you make in UDK now should be easily portable to the custom Oculus UDK. Its still UDK, just with a few things integrated behind the scenes. I am making some simple stuff to test with, so I can dive in right away when my dev kit arrives! - VisualKnightHonored Guest
"Cymatic" wrote:
"VisualKnight" wrote:
Will I still need to add a bit of code and have full licensing- this isn't really a problem, but It would be nice to know what the requirements are before I start working on things. Also, I'd like to know if making content now is a bad idea knowing that its a custom UDK and the other levels are incompatible. Thank you.
The custom Oculus UDK should be landing within a week or so, and most likely won't need a whole lot of coding. My guess is that most basic things will be adjustable through the config system (essentially editing .ini files). UDK is a free download, no licensing required until you want to go commercial.
Anything that you make in UDK now should be easily portable to the custom Oculus UDK. Its still UDK, just with a few things integrated behind the scenes. I am making some simple stuff to test with, so I can dive in right away when my dev kit arrives!
Thanks- this is the best answer I heard- Want to make a basic Virtuaql Lounge before I get started- make something free to download so other people have more content to work with... I'm an artist at hart.
:D
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