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Showing posts with the label Teleportation

Unity tutorials _ Locomotion and Ergonomics

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 https://learn.unity.com/tutorial/unit-4-locomotion-and-ergonomics/?courseId=5d955b5dedbc2a319caab9a0&tab=overview&uv=2018.4#5d955977edbc2a001f0ea3ea Locomotion or how we move is one of the core design features Users need to remain comfortable during the experiences.  Individual preferences vary quite a bit Recommended supporting all types of locomotion, so people can choose Physical Movement Movement in VR that matches the physical movement, provides the most comfortable experience because there is no mismatch of senses that could trigger discomfort Comes with some limitations - room size. Design for a small room, or limited mobility Choose a mechanic that supports the design and considers all the types of users Scripted movement and Avatar Movement Scripted - the perspective moves along a predefined path of motion. Often considered difficult. Use sparingly if at all. Vection - the sensation of movement of the body in space produced purely by visual stimulation Avata...

Adding a teleporter for movement in VR in Unity

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https://learn.unity.com/tutorial/add-teleporters-for-movement?uv=2019.3&projectId=5e4abf44edbc2a09bf60dceb#5e4e8e98edbc2a1231b83662 Tutorials in Unity to create teleporters for movement In the hierarchy panel (similar to outliner in Maya) select the Teleporter base 'GameObject' to expand the view of its child GameObjects. Make sure that TeleporterBase is still selected > inspector panel on the right>search teleport anchor>interactable events - find On First Hover Enter list > Add button >drag TeleporterBeam child GameObject from the hierarchy to the None (Object) field in the 'On First Hover Enter list entry>function field>TeleporterAnim>StartHighlight (custom script which provides a fade-in and fade-out effect). Repeat TransporterBeam > On Last Hover Exit>drag to none>TeleporterAnim>StopHighlight. (see red rectangles)