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VR lessons

Cross platform

Iterate often: get things out early and often

UI

  • UI elements and instruction text have to reference what a user is using

Hardware

  • Complexity of project code
  • OLED VS LED displays: impact environment and UI design (colors, dithering)
  • 3DoF VS 6DoF controllers:

Environments

  • One of the biggest challenges for lower-end hardware; designed for 6DoF
  • Arc-based teleporting and grid snapping helped make selected seats easier
  • Performance remains a challenge
    • PC > 300 draw calls
    • Mobile < 30 draw calls
  • Limit mobile users to specific teleport areas to reduce detail
  • use unlit shaders to account for battery life considerations

Product

  • "What value do we provide for users per platform?"
  • Users on high-end devices want to invite friends with mobile
  • Distill down to core values to provide the value users want on the application

Avatars

  • Avoid full body, since the experience is largely seated
  • Eye gazing and blinking eyes are used with a "POI" system to predict and simulate what a users looks at
  • "It doesn't have to be realistic, it has to be believable"
  • Only render what you know or can easily estimate

Leaning problem

  • Linear environments made it impossible for 3DoF users to talk to each other, so curved seats were needed.

Credits to:

Unity Assets