How to get started in VR development: Difference between revisions
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Xinreality (talk | contribs) m Text replacement - "e.g.," to "for example" |
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* Support intuitive interactions where users can naturally grab objects and press buttons | * Support intuitive interactions where users can naturally grab objects and press buttons | ||
* Keep UI concise and unobstructive, avoiding coverage of the entire scene | * Keep UI concise and unobstructive, avoiding coverage of the entire scene | ||
* '''Diegetic vs. Non-Diegetic Interfaces''': Non-diegetic UI (traditional HUD overlays) can break immersion. Diegetic interfaces integrate UI elements into the game world itself ( | * '''Diegetic vs. Non-Diegetic Interfaces''': Non-diegetic UI (traditional HUD overlays) can break immersion. Diegetic interfaces integrate UI elements into the game world itself (for example ammunition counter on weapon, health meter on wrist device). Diegetic interfaces are generally preferred in VR as they enhance presence. | ||
'''Design guidelines:''' | '''Design guidelines:''' | ||
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* Simple grabbable objects to learn interaction systems | * Simple grabbable objects to learn interaction systems | ||
'''Start small.''' Begin with a very simple scene or prototype ( | '''Start small.''' Begin with a very simple scene or prototype (for example a single room with a cube you can pick up). VR development involves learning multiple disciplines (graphics, UX, code) at once, so focus on one mechanic at a time. Work at it step by step; once you have a few projects under your belt you'll be in a much better position to attack more complex problems. | ||
Motion comfort should never be compromised—always prioritize user comfort over ambitious features. Test your application with multiple people if possible, as motion sensitivity varies significantly between individuals. | Motion comfort should never be compromised—always prioritize user comfort over ambitious features. Test your application with multiple people if possible, as motion sensitivity varies significantly between individuals. | ||