Freedom Locomotion System: Difference between revisions
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==Additional Information== | ==Additional Information== | ||
*Caots - | *'''Caots''' - | ||
*Dash Step - | *'''Dash Step''' - | ||
*Blink Step - | *Blink Step - | ||
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*Grab Turning - Allows the user to turn in VR without turning in real life by grabbing and turning the VR environment with the controller. This is very useful for front-facing VR systems such as [[Oculus Rift]] and [[PlayStation VR]]. | *Grab Turning - Allows the user to turn in VR without turning in real life by grabbing and turning the VR environment with the controller. This is very useful for front-facing VR systems such as [[Oculus Rift]] and [[PlayStation VR]]. | ||
*Anti-Boundary Violation - | *Anti-Boundary Violation - When you try to walk through virtual walls, screen will darken and [[Chaperone]] boundaries appear. When you walk over virtual ledge, you will fall in VR. | ||
*Free Climbing - | *Free Climbing - |
Revision as of 18:44, 11 January 2017

Freedom Locomotion System | |
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Information | |
Type | Standing, Room-scale |
Required Devices | Motion-tracked controllers |
Description | Collect of various standing and room-scale locomotion solutions. |
Creator | HUGE ROBOT |
Freedom Locomotion System is a Locomotion Method.
Additional Information
- Caots -
- Dash Step -
- Blink Step -
- Grab Turning - Allows the user to turn in VR without turning in real life by grabbing and turning the VR environment with the controller. This is very useful for front-facing VR systems such as Oculus Rift and PlayStation VR.
- Anti-Boundary Violation - When you try to walk through virtual walls, screen will darken and Chaperone boundaries appear. When you walk over virtual ledge, you will fall in VR.
- Free Climbing -