Forum Discussion
Claytonious
8 years agoProtege
Seated Experience with Oculus
When making a "seated in the cockpit" style game for Oculus, is there any way for us to confine the user to the "cockpit" itself?
For example, imagine a simple airplane simulator game where the player is the pilot of a plane...
The problem is that a player can launch the game while seated in a chair and have things initially seem fine (he is seated in the cockpit as intended) - but then he can stand up and walk around the room, thereby becoming disembodied from his virtual pilot in the cockpit, even walking completely outside of the airplane itself and standing next to it while flying at 3,000 altitude.
None of this is an issue with GearVR, of course. But on Oculus, this probably immediately crops up.
What are the settings and best practices for dealing with this?
Are there settings that help us specify that the game is intended to be a "seated" experience that will help with this? Can we explicitly say that this is not a "roomscale" experience?
Is the game responsible for dealing with this in its own way, such as by fading out the world to black and asking the user to "return to the cockpit" before continuing
Another related issue is the guardian system. For almost any "cockpit" style or seated game experience, it is natural for the user to simply launch the game from his desk where his computer is. But this is always the very edge of the guardian playable area, if it is even in the area at all. So by default, as soon as you launch a seated experience from your desk, the guardian goes hyperactive and thrusts itself into your face. You have to actually scoot your chair back away from your computer to play reasonably. That's a real bummer for a seated game! Are there any settings that could help with that problem?
Thanks for any and all thoughts or advice.
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