Best rotation methods for 1st person vr experiences.
There are a few ways to handle this:
1 - require the player to physically look the angle they want to view the vr world in. This requires the most effort on the user's part but is the most immersive.
2 - allow relative rotation via gamepad input method - less immersive but better for seated vr gameplay
3 - make the rl players head rotation control player object rotation with a deadzone. This seems like best bang for the buck but haven't achieved it yet in Unity. I am working on it..
I just wanted to know if #3 was the winner or if there are other solutions to solve this problem. Are there any premade unity packages that have this type of control out there already?
If not, I will post something once I have a working prototype of #3
1 - require the player to physically look the angle they want to view the vr world in. This requires the most effort on the user's part but is the most immersive.
2 - allow relative rotation via gamepad input method - less immersive but better for seated vr gameplay
3 - make the rl players head rotation control player object rotation with a deadzone. This seems like best bang for the buck but haven't achieved it yet in Unity. I am working on it..
I just wanted to know if #3 was the winner or if there are other solutions to solve this problem. Are there any premade unity packages that have this type of control out there already?
If not, I will post something once I have a working prototype of #3
