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Up and Coming
January 18, 2016

FPS control simplification

Just wondering if anyone tried a simple control scheme for FPS games, where the character looks (yaw axis) would be the 'desired orientation' for the 'body' orientation.

So you basically move towards where you look, while the stick controls the strafing (meaning forward / back for walk / run speed, and left right for strafe corrections).

This would be dependent on movement speed as well.

When static, the character body orientation remains static. then you can look around, say up to 30 degrees left and right.

When looking past that limit, the character orientation will adjust. The HUD will rotate with the body orientation, so it will always be within a decent visual range.

Something I've got to try I suppose.

    1 reply

    Up and Coming
    February 8, 2016
    I've used that control system in mine, and I prefer it.

    I wrote up this detailed instructions (with code) about how to do it:

    http://talesfromtherift.com/vr-avatars/

    Sorry, it's a long post, so skip to section 6 "Look Move Mode" which is exactly as you describe it.

    HTH,

    Peter
    Check out my Unity VR development blog: http://talesfromtherift.com @peterept