However, if they are in a seated experience, perceived motion is much less of an issue for the user and is safer. While for some people this might be fun, for most it's just a bad experience, especially if the user is standing upright while this is happening and could fall over. The issue is that as your brain sees a first-person motion in VR, it will send signals to your legs and torso to counterbalance the motion it sees. If you had created an amazing high-speed racing game and then ported it to VR, it would throw a mess of bad brain signals to the user’s reflexes. Design Out Motion SicknessĪ standard Unity game or application when played can be an amazing experience, but it doesn’t fool your senses. Here are some tips to designing the right VR experience for your old game. So the first thing you need to do before adding controller scripts is to think through your old game as a new VR experience. Your existing Unity games were not designed for VR, but it is more likely than not that a good portion of the work is already done to make it a good VR experience, as Unity is a 3D environment made to simulate real-world graphics and physics. Tips for integrating the STEAM*VR plugin.
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November 2023
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