I'm thinking of Custom VR control scheme specific for ArchViz

royeiror1
Fri, 02 May 2025 17:05:43 +0000
XR Development

TL;DR: I’d like to create a control scheme that’s a mix of the standard layout for a drone and a FPS like Minecraft in creator mode. But I’m a newb.

Hello everyone, I’ve finally gotten Unreal Engine 5.5.4 to build the APK for quest which is the most important first step.

My interest in the engine is to make ArchViz open worlds (buildings) Import a design through DataSmith, optimize it for Quest, and just look, walk, travel, fly around and such, no need to actually interact with the building or environment.

I fly drones and find the control layout to be quite intuitive for a dual stick setup. the left stick controls the drone in a horizontal plane Forward-Backward, Left-Right, the right stick controls rotation and elevation, Up-Down, Left Turn-Right Turn. I’d love to replicate this control scheme in UE adding teleport to a trigger (also changing the parabola to a straight line), jumping, activating/deactivating gravity. Come to think of it, kind of like creator mode in Minecraft.

I rather have a representation of the controls in game instead of hands, and when looking at them I’d love to have a visual reminder of the layout for quick reference.

I managed to get most of the way there with Unity using the VR template, but I’m kind of stuck in UE, and having the buildings go through Twinmotion seems like the best option.

I’ve followed a few youtube videos trying to emulate Half Life Alyx’s control scheme, but it’s not quite what I want, also since Half Life Alyx came out, there’s been quite a few changes in UE, so most videos are outdated now.

I’m still very new to this, so I’m not familiar enough with the scripts to at a glance understand what everything does and what all the dependencies are and what I’d need to modify to get to what I want.

So I’m here to ask for help as well as start the conversation on novel control schemes for other VR applications.

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