I did a quick experiment with armswing locomotion and climbing including a gesture based jump mechanic. Im showing off the idea here and hope for some feedback and ideas on how to improve it. Also im eventually gonna post a few videos on how i set it up, so keep an eye out on my channel if it sounds like an interresting idea.
Also i’ve experimented a bit with the Stereo layers for rendering a FOV limiter using CanvasRenderTarget2d and a simple material.
When i get it working a bit better, i’ll see if i can upload a demo of it also for play testing. Minus the rocks, which take up tons of space
I’m having problems downloading in the Chrome browser. FireFox also posed a mistake, but I was able to download a file. I think you must downloading this file again, because many people are interested in it a full body. I will give my feedback later. And thanks for your work.
I measure my in game char. In my case he’s about 180cm (i think) and then i measure distance between the two controllers when player is standing in a t-pose. Divide these two numbers and multiply by 100 to get to cm and you’re good to go. I also do a check with hmd height, but can use the hands only.
thanks guys, as mentioned a few places now, the movement logic is just a matter of moving a regular collision capsule around, while simulating physics. I then have my pawn follow that capsule, that’s the basics of my setup. It doesn’t work perfect currently, hence im a bit reluctant to ellaborate further on it, until im more confident it’s a good solution.
For the IK, i have a series of tutorials for the complete setup. Go watch that