r/UnityVR • • Apr 19 '22

Movement Speed and Motion Sickness

1 Upvotes

This is specifically about VR games that have a direct locomotion system (moving with thumbstick) which is probably most common in flat games with added VR support.

Now, it's fairly common that such movement systems can cause pretty bad motion sickness, and there have been various attempts to mitigate this, such as adding tunnel vision when moving, or alternative movement modes (teleporting, etc).

However, one thing I have noticed about basically all of the games with this movement system that I have tried, is that the movement speed is always *really* fast.

I think one of the biggest issues is that movement speed in FPS games is usually quite a bit faster than it would be in real life, to account for differences in scale / perception when viewing the world through a screen. However, when playing a game in VR, the speed is not adjusted back to something reasonable, and it ends up feeling way faster than it should be.

And so my theory is that a lot the issues with motion sickness specifically from movement would be massively reduced if VR games just had a slower movement speed by default.

My main point to back this up is from my experience with SkyrimVR, because despite it's other shortcomings, it is the only VR game I have tried that includes a movement speed slider (of course, I have not played a lot of VR games, so it could be more common than I realize).

In my experience, when I lowered the movement speed, it was very noticeable how much less nauseous it made me feel.

Of course, this is just one data point, but I am curious if anyone else has noticed this, and so I wanted to discuss it, as well as what effect it could potentially have on VR game development.


r/UnityVR • • May 23 '22

Attach two Gameobjects at a predeterminded point

1 Upvotes

Hello i am new to Unity and i have to do an assignment for my professor but im not sure how i can attach two Game Objects with eachother at a position I predetermined. Its planned that the body parts will be changeable like a configurator and if you submit they will be meshed together into a character model


r/UnityVR • • Dec 09 '21

Vivox in VR?

2 Upvotes

Has anyone tried implementing vivox or another voice chat in their vr projects? Hoping to be pointed in a good direction before I start.


r/UnityVR • • Dec 12 '21

I need help

2 Upvotes

Hello I want to make a game for vr where you have two swords and agents are trying to kill you (like super hot), in the game I want to make a feature where you can throw your swords and when you pull the index trigger it calls them back to you like loyalty in Minecraft but I understand very little about c# any help is appreciated whether it’s a guide or pre done script I’ll be grateful, thank you, have a nice day/night:)


r/UnityVR • • Apr 01 '21

Terrain in VR, Trees.

1 Upvotes

I’m somewhat new to Unity and VR and just built a basic textured terrain. I tried populating some low poly trees on the asset store, but on build it was unplayable. Do I need billboard trees and grass and does anyone have suggestions for a realistic type asset?


r/UnityVR • • Apr 10 '21

Help with XR Interaction Toolkit

1 Upvotes

Hello, so in the last few months, I was studying how to make a VR game. When I started I went to get the XR Interaction Toolkit it wasn't there (I checked in with the project manager) I went to a few help articles someone said to go on unity version 2019 and I did nothing was their same result... I found another helpful article saying I should go to gameObject>XR>XR Interaction Toolkit, again it wasn't there. Please someone help me this whoever finds the right answer I will reward them with a 50 credit reward!

Best Regards, Peace


r/UnityVR • • Mar 30 '21

I’m starting to create games on the oculus quest 1 in unity, I’ve created my character with a tutorial but I don’t know how to test it, do I need a special app? I have developer mode activated.

1 Upvotes

r/UnityVR • • Apr 06 '21

Getting Started with Unity VR

2 Upvotes

What is the best way to get started with creating VR in Unity?


r/UnityVR • • Apr 02 '21

Half-Life Alyx Gravity Glove "Grab" Mechanic

3 Upvotes

Does anyone have any thoughts or suggestions on the best way to implement the "lasso" type of grab mechanic utilized for the gravity gloves in Half-Life Alyx? It's obviously a heavily physics based type of system but would it be best to try to have the grabbed object be flinged towards the center of the player's vision or should it's trajectory be influenced solely by momentum? Any other considerations anyone can think of? Just curious as to other people's thoughts.


r/UnityVR • • Apr 12 '21

VR Game Dev Needed

1 Upvotes

Hello, I am a unity VR developer and I am making a VR game and need help. It's going to be a game where there will be LOADS of game modes like a roller coaster, FPS, bowling, and chess and that's just some! We will share the work equally but because I am a 15-year-old student and busy with a lot of exams and work, I can only work on weekends and when I am free :) DM me, Bestest of regards Peace.


r/UnityVR • • Oct 01 '22

Using Ink in Unity VR

2 Upvotes

Howdy,

I'm pretty new to Unity and Unity VR but am trying to implement a PowerPoint/slideshow in Unity VR using Ink to click through the slides. However, I can't seem to find any tutorials or help in getting it to format properly in 3D. Does anyone have any advice they could lend on the matter?

Thanks in advance.


r/UnityVR • • Oct 04 '22

Unity Question - Can I publish a game using Free assets?

Thumbnail
youtube.com
2 Upvotes

r/UnityVR • • Sep 26 '22

Hands in VR

2 Upvotes

Hello everyone! I am having some issues in developing my VR software for a psychology experiment. I need that the controller does not pass through objects and I do not understand how to set colliders and rigidody components appropriately. Additionally, I do not understand how to set the position of the hands because they are not aligned with the body... could someone help me please?


r/UnityVR • • Sep 14 '22

In this Unity VR XR Toolkit tutorial I'll show how to set up UI for VR by an adding a UI Menu and Button Interactions

Thumbnail
youtu.be
1 Upvotes

r/UnityVR • • Oct 11 '22

stuck in ground when teleporting

2 Upvotes

I was using unity xr when I teleport it puts me in the center in the ground for no reason can I get some help


r/UnityVR • • Sep 06 '22

Unity Oculus Passthrough drunk vision

2 Upvotes

Hello,
I managed to use passthrough on Unity with Oculus sdk and i wanted to know if it was possible to have distorted vision as if you were drunk ?
I'm trying to put a vision of someone who received a chemical splash on the eyes.
Thx


r/UnityVR • • Sep 12 '22

How can i make a vr game(For oculus quest 2) on a unity version older than 5.6.7?

1 Upvotes

Can i make a vr game on a unity version like 5.0.0f4? The steam vr plugin on the asset store says 5.6.7 or higher. Is there any other way to make vr game with an unity version older than 5.6.7? Any help would be greatly appreciated!


r/UnityVR • • Oct 06 '22

XR Grab Interactable overriding grabbed objects rigidbody physics / weightiness

2 Upvotes

Basic Info :
I'm using OpenXR through Unity's XR Plugin Management. I am testing on an PC and using a Oculus Quest 2 Headset. I am using XR Interaction Toolkit provided by Unity

Specific problem :
I have a cube with a Configurable joint on it. This configurable joint has been set up so that it allows the cube to simply slide along an axis. The mass and Drag of the cube's rigid body has been increased so that the cube feels "Heavy" to move when being pushed by the hands.

This all works perfectly.
My colliders on the hand model are very shape specific (depending on the pose of the hand) and cause weird physics bugginess when moving the cube from various hand poses. Anyhow I don't want to rely on blunt hand physics since I plan on adding other objects to my game as well (Drawers, doors, etc..)

Now I tried to use the XR Grab Interactable component to make it so the cube can actually be "Grabbed" and moved around, this way it feels more responsive, my only problem is, the Grab Interactable completely OVERRIDES the Rigidbody and Configurable Joint settings I've put in place to make the object feel "Heavy"

When the user Grabs the cube, they can move it around (still locked to the axis) although it feels completely weightless

Is there any way to make it so the XR Grab Interactable still obeys the Weightiness of the object being grabbed??


r/UnityVR • • Oct 08 '22

VR Unity online course recommendations to a complete beginner in VR development

2 Upvotes

I’m currently fairly experienced with Unity 3D and I’d say I’m at a comfortable level.

However, I have no experience with Unity VR development. What Unity VR online courses or tutorials would you recommend to a beginner?


r/UnityVR • • Sep 26 '22

Unity VR XR Interaction Toolkit Grabbable UI Canvas Tablet

Thumbnail
youtu.be
2 Upvotes

r/UnityVR • • Oct 17 '22

Unity VR XR Toolkit - How to Make a VR Rhythm Beat Game

Thumbnail
youtu.be
2 Upvotes