VR

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RIPmotion v.5

by Ryan Sullivan, on April 13, 2016 - Unity & VR & Running In Place & Locomotion & HTC Vive

So now that I got a Vive Pre there were no more excuses. Once I got over the initial binge of trying out the other devs' available demos (SO AWESOME) it was time to get down to business. v5 for

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

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