I'm thinking about building a ringfit adventure-like game for VR. But I have no idea to track running motions. If you know the official game, you know, you can move forward by running in place. Any ideas?
Related
I want to create a simple multiplayer game in unity 3d using photon pun 2 free.
Im trying to implement a shared camera, a camera that doesnt follow any Player, stays stationary and everyone sees the same thing.
I ve run into the issue where Only the master client sees the changes and other clients have the scene frozen As if the camera didnt update for them at all
So how to fix that, how to make the camera update for everyone not just the host?
I was reading up on the unity MLAPI and read in the documentation that basic scene management is offered. https://docs-multiplayer.unity3d.com/docs/mlapi-basics/scene-management. However as far as I could see this is limited to placing all of the connected clients and their player prefabs in the same scene. For this use case this works pretty good, I was wondering if anyone has experience using MLAPI and managing different scenes for different players. Basically running a multiplayer game where player X could be in a different scene than player Y, whilst still being able to move to another players scene and see the state of the scene that player caused. A bit how games such as Diablo 3 work. I have no idea where to begin with such an implementation, any pointers would be greatly appreciated!
I'm developing a car game for Gear VR in unity. I'm currently facing a problem where the car spins upon collision. So far I've tried freezing the position and changing the angular drag to a larger value. Freezing problem doesn't solve the issue since the car stop turning completely on turns. Can anybody please advise any other solution.
I'm using unity standard asset for the car physics.
I resolved the issue via scripting. On collision with wall, I just set the angular velocity of the car to Vector3.zero.
I'm interested in taking an existing flying game and turn it into a virtual reality game. What would be required? I would like to be able to make the game respond to touch primarily and vision. Thank you!
Do you have the Unity project for the existing flying game? Depending on how complex that game is, it could be relatively simple to use the free SteamVR plugin to add VR support to the game.
If you don't have the Unity project for the existing game, then you've got to do everything from scratch. This includes game programming as well as acquiring/inserting assets, inter alia, which would be quite a lot of work.
I havea game that uses ARCamera from Vuforia. When running in Unity the game works no problem. After I deploy the game to UWP, however, it seems that every thing has flipped. Almost as if I was looking at the game from the back. Even the writing is reversed. when deploying the game to android devices this does not happen. Does anyone have an idea how to solve this?
Thanks in advance
There is a ReflectionMode which flips the view horizonally. This is used when using a front facing camera.
If you look at the 'Vuforia Core Samples Example' from the asset store, they have a CameraManager script that shows how to handle camera configuration.