Just curious how people who have been doing this a while design their games/experiences, workflow etc?
I love that blueprint oriented UE encourages change-test-fix-test, cycle rinse & repeat.
However while doing stuff for the Vive, it becomes annoying to slap the HMD on for every little tweak.
How do any of you tailor your workflow to accommodate VR better?
For a VR specific title I worry the hassle of setting up a secondary control scheme would not be worth the hassle, or is it?
Would appreciate ANY insight into workflow from others since I am very new to Vive/Occulus.
I love that blueprint oriented UE encourages change-test-fix-test, cycle rinse & repeat.
However while doing stuff for the Vive, it becomes annoying to slap the HMD on for every little tweak.
How do any of you tailor your workflow to accommodate VR better?
For a VR specific title I worry the hassle of setting up a secondary control scheme would not be worth the hassle, or is it?
Would appreciate ANY insight into workflow from others since I am very new to Vive/Occulus.
Comment