Seamless virtual reality locomotion

This project explores creating alternative ways of locomotion and combining these locomotion systems together for virtual reality (VR) gaming. This allows users to seamlessly switch between multiple locomotion modes as they move through the virtual environment depending on terrain and location. This...

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Bibliographic Details
Main Author: Todoroki, Masaya (Author)
Other Authors: Bennett, Gregory (Contributor)
Format: Others
Published: Auckland University of Technology, 2018-07-12T22:14:54Z.
Subjects:
VR
Online Access:Get fulltext
Description
Summary:This project explores creating alternative ways of locomotion and combining these locomotion systems together for virtual reality (VR) gaming. This allows users to seamlessly switch between multiple locomotion modes as they move through the virtual environment depending on terrain and location. This project will be created using the Unity3d game engine and will be coded using C#. The project also needs to take into consideration how it's locomotion system would affect gameplay if it was to be adapted into a game. The primary consideration is making sure that input from controllers needs to be shared between both the locomotion system and the interaction with game objects. With VR content slowly increasing in quantity, many developers are creating new and unique ways of gameplay. However, locomotion is a key issue that consistently arises from many VR game experiences. This project will take a practice-based and practice-led research approach to discovering new possibilities for movement with VR. This exegesis will also provide code from each locomotion system created. These codes can be used as a guideline for creating certain locomotion's within a VR game.