Nonuniform Motion VR

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A set of Blueprints that allow you to specify the non-uniform or non-linear scale of user movements in the VR space.

  • Supported Platforms
  • Supported Engine Versions
    4.20

Description


A set of Blueprints that allow you to specify the non-uniform or non-linear scale of user movements in the VR space. Perfect for short-term impact on the player.


Depending on the selected FlowScale parameter, the impact can be clearly felt, or vice versa, almost unconscious for the player.


Video preview: link

Try before buy (compiled project): link


Includes the Blueprints:

- BP_DirectionalFlow - gives acceleration when driving in the selected (permanent) direction.

- BP_GravityFlow - gives acceleration when moving to a given center. The acceleration is the stronger, the closer the player is to the center.

- BP_RingCenteredFlow - gives acceleration when moving to a given center. The acceleration is the stronger, the closer the player is to the center of the ring located around the center. However, as you move away from the ring to the center, the acceleration decreases.

- BP_TangentFlow - gives acceleration when moving in the direction of a vector tangent to the center. Due to this, the user can accelerate around the center.

- BP_AfterpartyFlow - randomly changes the user's direction of movement in space, as if the user is very (very, very) drunk.

- BP_CoverFlow - gives acceleration in the Z axis if the height of the player's head is below a certain level. Can be used for more convenient use of covers, as well as picking up items from the floor.


Have questions?

Feel free to contact me!

Technical Details


Number of Blueprints: 6

Example Map: Included


Platform Tested: Windows, Oculus Rift, HTC Vive


Notes:

  • For changing flow zone size, please, use StartRadius or XSize and YSize variables (don't change the scale - this can lead to unexpected results).
  • The Blueprints are automatically activated at the moment when the player enters the specified area.
  • Perfectly work with the standard VR-prototype. requires minimal changes to VR Pawn (you need only add collision object - see Example Map).


Attention: the influence of the effects on the player can be very strong and lead to Motion Sickness. Therefore, you need to use these effects with caution.

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