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Unusual Virtual reality locomotion modifications for Unity3D.

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VRLM - Virtual Reality Locomotion

Special Thanks!

  • Anthony Bukowski
  • Masatoshi Chang-Ogimoto
  • Lee Wasilenko
  • Harvey Ball
  • Manchester Metropolitan University

What is this?

VRLM is a package of unusual virtual reality locomotion methodologies which aims to counter virtual reality sickness. The package currently features 3 locomotion methodologies which were created for a final year ungraduate research project. The research aimed to find ways to counter virtual reality using different way of moving within a 3D virtual reality world. The research has been approved funding for further research by the Manchester Metropolitan University. Results will be written up as a research paper and published (We're aiming for IEEE).

How do I use it?

It's as simple as drag and drop the scripts onto the [CameraRig].

  1. Drag and drop the VRPlayerPresets into the [CameraRig].
  2. Drag and drop the ControllerEvents onto both controllers.
  3. Drag and drop your selected movement script into the [CameraRig]' and assign all the relevant values required. Many can be left untouched, but it is mandatory to manually assign the [CameraRig]'s left and right controllers to the relative LcontrollerEvents and RcontrollerEvents or It will throw an error back at you.

Can I help or provide feedback?

Certiantly you can, Just drop a message on the issues section of this reposetory, I'm always looking for feedback.

Change Log

13/11/2017 V1.20

  • Edit (README) Fixed the mistake on the 'How do I use it' section.

27/07/2017 v1.10

  • All locomotion scripts are updated with relevant tool tips and titles.
  • Fix (JogOnSpotMovement) Players would automatically move when on a slope due to the collider constantly pushing back the player from the slope, resulting in a difference in height that surpasses the threshold and adding movement to the [CameraRig]. We fixed this by tracking the Y distance between an empty GameObject (zeroTracker) placed at 0, 0, 0 locally inside the [CameraRig] instead of the headset’s Y movement in game. Developers can either assign a GameObject of their own or leave the field empty for the script to automatically assign one.
  • Edit (LeanMovement) CentreTracker GameObject has been renamed to zeroTracker to fit a uniform.
  • Edit (JogOnSpotMovement & LeanMovement) setTrackerObj made to take in a GameObject argument.
  • Edit (LeanMovement & ArmMovement) Added setMovementInformation and merged calculateMovementSpeed into new method.

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