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.
- Why you should take the course.
- We overview the journey.
- What are the prerequisites?
- How is the course structured?
- How should I take the course?
- What about mobile VR?
- Supported hardware: Oculus Rift and HTC Vive.
- Setting up our base project.
- How head tracking works in Unreal.
- Overview of the syllabus for this section.
- A sneak peak at the project we will make.
- What you will get from this section.
- Why we will use a character.
- Finding the look direction.
- Setup the characters movement.
- The draw backs of controller movement.
- Importing a beautiful environment.
- Why we shouldn't version these files.
- Setup the
GameMode
. - Why do collisions behave strangely?
- How can we avoid the collision issue?
- Adding a VR root component.
- Aligning the camera to the capsule.
- Why do we feel VR sickness?
- The sensory systems involved.
- How do we fool our senses?
- What are the limits of existing techniques.
- How does teleporting work?
- Creating a destination marker.
- Revision of Line Tracing in C++.
- Positioning the destination with gaze.
- Fixing the cylinder bug.
- Importing a teleport material.
- Showing/hiding the destination.
- Setting up a teleport action.
- Teleporting to the right location.
- Fading the camera.
- Setting a timer to fade up.
- How can we constrain the teleport destination?
- Setting up a NavMesh.
- Projecting to the NavMesh.
- A brief refactor.
- What is a material?
- Creating a post processing material.
- Overview of the nodes we need.
- Creating a tunnel vision effect.
- What are material parameters?
- Setup a post processing component.
- Dynamic vs static material instances.
- Creating a material instance.
- What is a curve?
- Accessing a curve from C++.
- Setting the radius from speed.
- Where is the centre of movement?
- Updating the blinker centre.
- Projecting to the screen.
- Getting the screen size.
- Calculating the centre.
- Setup hand controller components.
- Where are the hand controller meshes?
- Teleporting with hand controllers.
- Why use a parabolic path?
- How do we trace a parabolic path?
- Predicting a projectile in Unreal.
- Adding to a spline component.
- How the component works.
- Previewing the spline in debug mode.
- Setting the spline control points in C++.
- Creating a new object.
- Dynamically attaching components.
- Why is
RegisterComponent()
important? - Setup meshes and materials.
- Storing an object pool.
- What is a
USplineMeshComponent
? - Replacing the
UStaticMeshComponent
- Getting the spline tangents.
- Tracing the spline.
- Hiding extra meshes.
- Why should hand controllers be actors?
- Spawn actors on BeginPlay.
- Move
UMotionControllerComponent
into Actors. - Fix other build errors.
- Create a Blueprint child actor.
- Creating hand hold actors.
- Handling overlap events.
- Querying overlapping actors.
- Printing on the rising edge.
- Haptic Feedback Effect curves.
- Playing the effect on hand controllers.
- Binding input to the controllers.
- Setting starting climb state.
- Updating the parent location.
- Creating a climbing wall.
- Setting movement modes.
- Pairing the controllers.
- Stealing control.
- We review what we have learnt.
- How to practice your new knowledge.
Production goes on a short pause till june.