Yes, I'm back!
Development has halted for a little bit due to technical difficulties with my WMR Headset, so after much tinkering, I've decided it was best to move on with newer tech. After much research, I settled on the new Rift S headset, and I gotta say... this thing is awesome. The lack of external sensors is always great, I've had no issues with the tracking so far, and, despite what everyone else says, the audio is pretty good too! The problem now is that I have to make a choice: Do I stick with targeting SteamVR, or move on to using the Oculus SDK. I tried just using SteamVR, but this time in Oculus mode, but it caused odd delays when picking up and dropping objects, which basically made throwing impossible. I found no mention of this issue online... except for one random comment on one random YouTube video. Thanks, Google! Since I've been using the VRTK Unity Package for my VR development, I can actually target BOTH SteamVR and Oculus. Down the line, I'm gonna have to get a tester to mess with a demo on Vive or WMR, but for now, the Oculus SDK + VRTK is working pretty great. I'm having trouble getting the hand animations working, but everything else works fine. I have no doubt that I'll be able to fix it soon enough. In the game there are certain objects that you can throw line boomerangs. Kinda like ninja stars--but not ninja stars. Originally I had the player hold one, then press a button to launch one spinning, but after the switch to Oculus, and because the input mapping are a bit different, I found a really simple solution: Add a multiplier to the force of your throw. This means that all the player has to do is flick their wrist and the object will spin out of their hand in a really satisfying way. More info to come! Thanks for reading! - Judah
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About MeAside from being a game developer and CEO of MidnightCoffee, Inc, Judah teaches game design to middle and high school students. He is also a professional magician and retro game enthusiast. Categories
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