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Understand the causes of VR sickness. Implement teleportation, play-space movement and controller movement. Navigate an architectural scene. (ref: AE_VR2)

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Unreal VR Course - Section 1 - Architecture Explorer

Section 1 of the GameDev.tv Unreal VR Course, available on Udemy. Understand the causes of VR sickness. Implement teleportation, play-space movement and controller movement. Navigate an architectural scene.

0 Course Promo

  • Why you should take the course.
  • We overview the journey.
  • What are the prerequisites?

1 Welcome And Course Orientation

  • How is the course structured?
  • How should I take the course?

2 Getting Into VR

  • What about mobile VR?
  • Supported hardware: Oculus Rift and HTC Vive.
  • Setting up our base project.
  • How head tracking works in Unreal.

3 Movement Section Overview

  • Overview of the syllabus for this section.
  • A sneak peak at the project we will make.
  • What you will get from this section.

4 Basic Controller Movement

  • Why we will use a character.
  • Finding the look direction.
  • Setup the characters movement.
  • The draw backs of controller movement.

5 Importing An ArchViz Environment

  • Importing a beautiful environment.
  • Why we shouldn't version these files.
  • Setup the GameMode.
  • Why do collisions behave strangely?

6 Playspace Movement and Colliders

  • How can we avoid the collision issue?
  • Adding a VR root component.
  • Aligning the camera to the capsule.

7 What Is VR Sickness?

  • Why do we feel VR sickness?
  • The sensory systems involved.
  • How do we fool our senses?
  • What are the limits of existing techniques.

8 Line Tracing A Teleport Destination

  • How does teleporting work?
  • Creating a destination marker.
  • Revision of Line Tracing in C++.
  • Positioning the destination with gaze.

9 Importing And Using Materials

  • Fixing the cylinder bug.
  • Importing a teleport material.
  • Showing/hiding the destination.

10 Fades, Timers and Teleporting

  • Setting up a teleport action.
  • Teleporting to the right location.
  • Fading the camera.
  • Setting a timer to fade up.

11 Projecting Onto The NavMesh

  • How can we constrain the teleport destination?
  • Setting up a NavMesh.
  • Projecting to the NavMesh.
  • A brief refactor.

12 PostProcessing Materials

  • What is a material?
  • Creating a post processing material.
  • Overview of the nodes we need.
  • Creating a tunnel vision effect.

13 Dynamic Material Instances

  • What are material parameters?
  • Setup a post processing component.
  • Dynamic vs static material instances.
  • Creating a material instance.

14 Adjusting Radius With A Curve

  • What is a curve?
  • Accessing a curve from C++.
  • Setting the radius from speed.

15 Creating Tunnel Vision

  • Where is the centre of movement?
  • Updating the blinker centre.
  • Projecting to the screen.
  • Getting the screen size.
  • Calculating the centre.

16 Hand Controller Components

  • Setup hand controller components.
  • Where are the hand controller meshes?
  • Teleporting with hand controllers.

17 Parabolic Teleport Pointer

  • Why use a parabolic path?
  • How do we trace a parabolic path?
  • Predicting a projectile in Unreal.

18 Using A USplineComponent

  • Adding to a spline component.
  • How the component works.
  • Previewing the spline in debug mode.
  • Setting the spline control points in C++.

19 Dynamically Constructing UObjects

  • Creating a new object.
  • Dynamically attaching components.
  • Why is RegisterComponent() important?
  • Setup meshes and materials.
  • Storing an object pool.

20 Deforming Meshes With Splines

  • What is a USplineMeshComponent?
  • Replacing the UStaticMeshComponent
  • Getting the spline tangents.
  • Tracing the spline.
  • Hiding extra meshes.

21 Extracting A Hand Controller Actor

  • Why should hand controllers be actors?
  • Spawn actors on BeginPlay.
  • Move UMotionControllerComponent into Actors.
  • Fix other build errors.
  • Create a Blueprint child actor.

22 Querying Overlapping Actors

  • Creating hand hold actors.
  • Handling overlap events.
  • Querying overlapping actors.
  • Printing on the rising edge.

23 Haptic Feedback Effects

  • Haptic Feedback Effect curves.
  • Playing the effect on hand controllers.

24 Climbing Motion

  • Binding input to the controllers.
  • Setting starting climb state.
  • Updating the parent location.

25 Climbing Motion Part 2

  • Creating a climbing wall.
  • Setting movement modes.
  • Pairing the controllers.
  • Stealing control.

26 End Of Section Review

  • We review what we have learnt.
  • How to practice your new knowledge.

27 A Short Pause...

Production goes on a short pause till june.

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Understand the causes of VR sickness. Implement teleportation, play-space movement and controller movement. Navigate an architectural scene. (ref: AE_VR2)

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