Archipelagos Remake - Gear VR
Movement has been working fine on desktop, except I haven't implemented a way to turn around yet. All it does is allow players to click somewhere on the land ahead of the camera to move to that point. I decided that I'd allow free movement. Just simplified things for me. It means that the player doesn't end up in the middle of a square, as with the original. You can move wherever you want, so long as it's a valid area.
As this is intended primarily for VR I decided to concentrate on getting the head tracking working. I had made a tentative attempt with another project (a Vector-based Battlezone-style blaster) a few weeks ago but couldn't get it working. Not sure what I did wrong at that time. However, looking at the documentation this time round revealed that in a VR project, I can't move the camera directly. I have to attach it to a parent object and then apply all transformations to that. Perhaps that's where I went wrong with the previous project.
Anyhow, Unity handles head tracking automatically on the object containing the camera. Pretty neat stuff. I tried it out and it worked first time (something unheard of if you're a programmer ). However, it did reveal an issue with the resolution. Despite the S7 having a fairly decent resolution (significantly better than the Oculus DK2), there was a fair amount of texture 'jitter' towards the horizon. It made squares look as though they were jumping around a bit and wasn't very comfortable to look at. So I re-enabled the red fog and that fixed the problem by hiding far pixels and the jumping squares. The fog looks a little better than I expected. It looks quite eerie to see the obelisk outlined in the fog in the distance.
So, ETA? Could be as little as 2 weeks at this rate.
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