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Up and Coming
August 4, 2016

Avoiding motion sickness on FPS movement

I am a very recent artist/developer on Rift, have produce a few Google Cardboard games/things before, so not a total Unity n00b, but not a programmer realy.
My first experiences in Rift/VR (usual free stuff on Home) are very impressive, and Im looking forward to implementing some of my previous experiments for Rift. I have noticed however that most of the examples are of the static position of the view, but with "Headlook". The few that I have tried (Eve etc) that employ actual player movement, are quite nauseating, as are MY first tries at doing it in my own games.
Currently I am just using the standard Unity FPS with VR enabled. This has a very jerky (stop/start) movement with no easing in or out of player movement. I think that this may help in reducing quease.  :) 
Am I right?
Are there any other hints tips or tricks that are well know helpers in this issue?
And are there any "drag and drop" solutions that I can get from Unity Asset store that are found to be an improvement to the usual standard Player.
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3 replies

Inspiring
August 4, 2016
Easing will make sickness worse. Generally any acceleration will be bad, so you should try to minimize that. Consider moving at a slower (constant) velocity. Also check out this oldie but goodie from Tom Forsyth on comfort: http://www.gdcvault.com/play/1020714
Inspiring
August 4, 2016
Another thing to try is our OVRPlayerController, which is in the Oculus Utilities. The movement there has been tuned for comfort (although the stock yaw isn't great).
Up and Coming
August 4, 2016
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