![]() One of the challenges with vertical walking is to make sure you don't detach the player's head (the GearVR) from other objects he/she is holding. Note that this position is attached to the head of the player, so looking over the edge will make you fall down as well. If you set the booleans in the inspector to allow for falling (with or without gravitational accelleration), you can also step off of ledges and fall as you would expect. As you walk, the script will check if the floor below your feet is moving towards you (this requires the collider to be on the layer "Floor" that we've set up). This works through a combination of raycasting and gravity. Vertical walking means you can move up/down in virtual space, whilst walking on a flat surface in the real world. You can use the OptiTrackOSCGearVR class to use Motion Capture in combination with a GearVR, or any other similar type of situation. You can find each of these in the example scene that's part of the source, and we'll quickly go over how each of these is set up in that scene. Selectively tracking Rigidbodies as predefined prefabs.Tracking Rigidbodies as predefined prefabs (single/groups). ![]()
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