Unity

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RIPmotion v.4

by Ryan Sullivan, on March 06, 2016 - Unity & DK2 & VR & Running In Place & Locomotion

The problem with v.3 was that it would register lots of noise as signal, when really it was just noise, i.e. false steps. Since I had some interest in learning the event system in Unity, I started an approach that would detect discrete steps and send it as a step event, which would then move the user forward.

RIPmotion v.3

by Ryan Sullivan, on February 28, 2016 - Unity & DK2 & VR & Running In Place & Locomotion

While trying to tune the values of v.2 so that it was a bit more responsive I had an idea for doing it that seemed to make a lot more sense. Trigger Capsule! ... I should state here, that this is where I had originally stopped writing this post before actually implementing it. After a fair bit of work, I

RIPmotion v.2.1

by Ryan Sullivan, on January 25, 2016 - Unity & DK2 & VR & Running In Place & Locomotion

I spent a good part of Saturday cleaning up this code, messing with v.3 and doing some experimentation. I wanted to make sure it would actually work for the game I originally started designing it for, so I dropped it into Score! and gave it a shot. Overall I am very happy with how it works. It seems the

RIPmotion v.2

by Ryan Sullivan, on January 21, 2016 - Unity & DK2 & VR & Running In Place & Locomotion

After convincing myself that running in place had some merit I decided to take things a bit further. I had an idea for this that involved recording the most recent X frames and averaging them, then spent the day at

RIPmotion v.1

by Ryan Sullivan, on January 13, 2016 - Unity & DK2 & VR & Running In Place & Locomotion

Unsatisfied with the requirement that HoVRmotion needed an obscure piece of outdated hardware and only fit in a few select game scenarios I spent some time thinking about how there could be a better way. I had read on occasion

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