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Free-form specification field written by the wiki's infobox templates. Typed as Text on 2026-07-03 so values containing links, punctuation, and prose store cleanly; the previous implicit Page type rejected such values with "invalid characters" warnings on article pages.

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Showing 20 pages using this property.
A
Players move by swinging their arms as if they are running but do not move their legs.  +
First person when you need to interact with the environment, Third person when you need to run around in the environment  +
B
Builds upon Teleportation to create 3 more types of movement techniques called Cinematic Blink, Precision Blink and Volume Blink  +
Bob or shake the HMD to move, you'll need to run or bounce in place to activate the mechanism,  +
C
The longer you hold the jump button, the higher you will rise in the VR space.  +
Players climb up walls, mounts and other objects by swinging their hands and pulling triggers to grab.  +
Using the analog stick from a gamepad, players will move in that direction in discreet steps, similar to miniature teleportations. This method removes all vection, hence eliminating simulator sickness with first person locomotion.  +
Have a cockpit around the player prevents VR sickness, it allows most players feel they are within a stable environment  +
E
Design the game in a way to allow the player to move in circles in the play area. Players will never hit physical walls of the play area.  +
F
Fly through the air with gaze as directional input.  +
To move small distances, Grip and drag the environment. To move large distances, place 2 focal points on the ground with the controllers then rotate, scale, and translate the world.  +
Collection of various standing and room-scale locomotion solutions with CAOTS as its fundation.  +
H
Initiating movement by looking in the direction you want to go. You tilt your head forward, you move forward. Tilt your head backwards, and you go backwards.  +
Player walks down a long hallway that rotates slightly with each step, forcing the player to turn to the right and leading them to walk in circles around the play area.  +
…a Virtual Reality experience which takes places in planetary dream worlds. You explore artistically designed planets with a completely new concept, defining and navigating your avatar in a distinctive way, using hand motion controllers.  +
whenever you move or rotate, a geodesic sphere appears around your entire view point and blurs everything else in the environment. The geodesic sphere disappears when you stop moving or rotating.  +
I
Hold a button on one of the controllers then run in place to move in VR.  +
L
Press a trigger on controller to record your origin, lean beyond the boundary threshold to move in game, return to origin to stop  +
N
Stretch both arms in the opposite direction of your desired movement while lean in the same direction of desired movement  +
O
An elevator that can go in All directions  +