HienNguyen27:
[USER=“3764716”]Benjamin Paine[/USER]
Do you really think a physical body is the ideal condition for VR games? I played Bonework and Blade and Sorcery. 50% of situations in Bonework, the arm part is off collision, for example in climbing, carrying long, complex weapons. Blade and sorcery only have physical hands, and physical mechanics are only activated when the player is in the air state. I tried a lot, and I found that a completely physical body is superfluous and sometimes annoying to the player, although as a developer, you find it very good.
Physic Anim is really not good, in fixed situations, the player does not collide or collisions need not be precise, physic anim is acceptable. But in situations that need precision, such as climbing, your hands need to cling to a point, the physic arm is now a real nightmare. Trust me because I’ve already done it. Bonework also has to turn off the arm’s collssion to be able to climb freely. Even when holding a gun, if the grip touches the player’s arm, and that arm acts on the gun, causing the hand part to be back, time the gun’s position will be skewed, causing a sense of Irritating to the player. So that they turned off the collision of the hand with the gun.
An entire physical body, no. A physical body that is convincing enough to the player that it is a physical body, yes. The player doesn’t care if it’s 100% physical or not, they’ll only notice when things behave strangely. One of the implementations I’ve tried (and I think I like) doesn’t use a full physical body, either, just hands and feet (when foot tracking.)