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==Additional Information==
==Additional Information==
[[World Rotation]] uses the [[Oculus Touch]] controllers. You pull a trigger, then move the controller left or right to rotate the world. This can feel very natural. We experimented with this method in a few ways—one that showed a lot of promise was applying a body and weapons to an in-game avatar. This meant you could take a rifle into your hands, use the rotation to scan the scene, and then release the trigger once you acquired a target you wanted to shoot. It feels very natural and, in combination with [[Head Tilt Acceleration]] and Strafing, it has all the makings of a compelling VR first-person shooter experience. If you’re interested in designing a VR FPS, it’s worth playing around with this method.
[[World Rotation]] uses the [[Oculus Touch]] controllers. You pull a trigger, then move the controller left or right to rotate the world. This can feel very natural. We experimented with this method in a few ways-one that showed a lot of promise was applying a body and weapons to an in-game avatar. This meant you could take a rifle into your hands, use the rotation to scan the scene, and then release the trigger once you acquired a target you wanted to shoot. It feels very natural and, in combination with [[Head Tilt Acceleration]] and Strafing, it has all the makings of a compelling VR first-person shooter experience. If you’re interested in designing a VR FPS, it’s worth playing around with this method.


==Problems==
==Problems==

Latest revision as of 00:47, 28 October 2025

This page is a stub, please expand it if you have more information.
World Rotation
Information
Type Seated, Standing, Room-scale
Required Devices Motion-tracked Controllers
Description You pull a trigger, then move the controller left or right to rotate the world.
Creator Crytek

World Rotation is a Locomotion Method.

Additional Information

World Rotation uses the Oculus Touch controllers. You pull a trigger, then move the controller left or right to rotate the world. This can feel very natural. We experimented with this method in a few ways-one that showed a lot of promise was applying a body and weapons to an in-game avatar. This meant you could take a rifle into your hands, use the rotation to scan the scene, and then release the trigger once you acquired a target you wanted to shoot. It feels very natural and, in combination with Head Tilt Acceleration and Strafing, it has all the makings of a compelling VR first-person shooter experience. If you’re interested in designing a VR FPS, it’s worth playing around with this method.

Problems

Solutions

References