World Rotation: Difference between revisions
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{{Locomotion Infobox | {{Locomotion Infobox | ||
|image={{#ev:youtube| | |image={{#ev:youtube|vz-pQe3voUo|350}} | ||
|Type=[[Seated]], [[Standing]], [[Room-scale]] | |Type=[[Seated]], [[Standing]], [[Room-scale]] | ||
|Required Devices=Motion-tracked Controllers with Triggers | |Required Devices=Motion-tracked Controllers with Triggers | ||
|Description= | |Description=You pull a trigger, then move the controller left or right to rotate the world. | ||
|Pros= | |Pros= | ||
|Cons= | |Cons= | ||
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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 | [[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== |