- The Science of Locomotion in VR
- Movement in VR
- Game Design Deep Dive: Making VR movement feel like a superpower
- Why AR/VR developers should prioritize accessibility in UI / UX Design
- Unity Manual: Introduction to VR Best Practices
- Unity Manual: Understanding optimization in Unity
- Unity Manual
- UI / UX in AR / VR
At the end of this project you are expected to be able to explain to anyone, without the help of Google:
- What are the different types of locomotion / movement in VR
- What causes VR motion sickness
- What are the different methods of minimizing VR motion sickness in locomotion implementations
- How to implement a teleportation method of movement in VR
- How to implement interactive objects in VR
- A README.md file, at the root of the folder of the project
- Use Unity’s default .gitignore in your 0x0B-unity-vr_room directory
- This project should be uploaded to its own repo named 0x0B-unity-vr_room
- Scenes and project assets such as Scripts must be organized as described in the tasks
- In your scripts, all your public classes and their members should have XML documentation tags
- In your scripts, all your private classes and members should be documented but without XML documentation tags
- 0. You ever wonder why we're here - In this project, you will be creating a sitting / standing VR experience in the form of a simple exploration (mandatory tasks) or “escape room”-style game (advanced tasks)
- 1. Instant transmission - Implement the “teleportation” method of movement so that the user can use the controller to indicate where they want to move and move there on button press
- 2. Object oriented - Create interaction that allows an object to be picked up and/or interacted with by the controller(s). How you implement the interaction may be determined by the VR headset / controller you are targeting, but always keep the user in mind and make their experience as smooth and intuitive as possible
- 3. Let the right one in - Script interaction in the scene so that the door opens with an animation when the user interacts with it
- 4. An "on" button would have sufficed - Script interaction in the scene so that the projector in the center of the second room turns on when the user interacts with it
- 5. We didn't really escape though - Create a build of the tour
- 6. Doors should not be this hard to open - Scenes in Build
- 7. Astro projection - Script interaction in the scene so that the user must interact with at least four objects before the projector in the center of the second room turns on
Santiago Peña Mosquera - twitter @santiagopemo - LinkedIn Santiago Peña Mosquera