Well that was unexpected...

by Ryan Sullivan, on May 15, 2016 - Unity & VR & WiiFit & Running In Place & Locomotion & HTC Vive

When I made and posted my RIPmotion video a few weeks ago I was hoping I would get a handful of people to try it and maybe one or two nuggets of feedback that I would find helpful. Instead what I got was completely overwhelming. I spent several hours one night just compiling all of the interesting bits. I got


by Ryan Sullivan, on April 17, 2016 - Unity & VR & Running In Place & Locomotion & HTC Vive

This is a simple scene for testing out the running in place mechanic I have been working on. Directions follow, but basically you run in place and travel in the direction pointed to by your hips. Easy to find download If you try it out I would love to hear your feedback, so please contact me [ email | twitter ] with your

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

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