I tested a lot of things for such shoot to interact cases, so activate or deactivate traps, select another path trough a level and stuff like this also. works really almost perfect as far i can tell for now.
I’m very pleased to hear this. I had a strong suspicion it would work well as my desire to develop a Next Gen Railshooter is great.
In my opinion, VR is sort of a shoo-in for Railshooters. Many VR games operate like the ancestor of Railshooters, the Gallery Shooter. In a Gallery Shooter, the Player is stationary, but can shoot in many directions.
In the earlier days of modern the teleport movement was common. I was never a fan of teleport movement and glad we have full movement nowadays.
However, my quest is pulling off a "Fun" Railshooter on a Desktop. Player Control over Weapons is a known fact, so I have to solve computer control of avatar's body and camera. I've been seeking out solutions to dynamically control the Camera and Avatar Movement and Actions Procedurally and Manually.
Procedural Method # 1 - AI Avatar:
Players select Goal Location via Shoot-to-Interact at runtime within the Environment via Dynamic/Static 3D Menu and Derailers (Rail/Route Switch Triggers).
- Player only controls Weapons {Weapon Aim / Reticle and Projectile Firing} and Utilities.
- Avatar AI {Native AI Controller, Behavior Tree, &Navigation} Moves and Animates the Player’s Avatar towards the Goal Location.
- Camera AI controls the Camera’s Mount and Focus.
Manual Method # 1 - CoPilot in which 2 Players control a Single Avatar:
Player A
- Selects Goal Location via Shoot-to-Interact at runtime within the Environment via Dynamic/Static 3D Menu and Derailers (Rail/Route Switch Triggers).
- Only controls Weapons {Weapon Aim / Reticle and Projectile Firing} and Utilities.
Player B - Controls Moves and Animates the Avatar towards the Goal Location.
- Controls the Camera’s Mount and Focus.