Locomotion in VR

Treehouse
Course Summary
Typically room-scale VR applications are limited by the size of the tracking volume, but locomotion techniques can be used to expand the playable area beyond the physical boundaries. By virtually moving the volume to other parts of the scene, the user can "teleport" and gain a greater range of motion.
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Course Description
About this Course Typically room-scale VR applications are limited by the size of the tracking volume, but locomotion techniques can be used to expand the playable area beyond the physical boundaries. By virtually moving the volume to other parts of the scene, the user can "teleport" and gain a greater range of motion. What you'll learn
- VR Locomotion
- Raycasting
- The Line Renderer Component
- VR Teleportation
About the Teacher
Nick is a teacher at Treehouse and an independent game developer. His Twitter handle is @nickrp.
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Course Syllabus
Locomotion Overview
When we move from one place to the next it's called locomotion, and while room-scale games do allow us to walk around a bit, we can't go very far. We'll learn some techniques, like teleportation, that will allow players to traverse larger distances and expand the gameplay area. 3 steps- Project Overview 3:24
- Locomotion Techniques 3:57
- Locomotion Overview 5 questions
- Extra Credit There's no right answer to locomotion in VR, as it's still experimental. Try and come up with your own form of locomotion in VR, and then spend some time thinking about its pros and cons.
Raycasting and Line Rendering
In order to teleport, we need to turn the motion controllers into a pointing device so that the player can point where they want to go.First, we need to create an imaginary line called a "ray" to detect collisions, and then we need to draw that line so the player can see it using a Line Renderer component. 7 stepsTeleporting
Projecting lines from the controller is only the first step. Next, we need to perform the teleportation itself by moving the tracking volume. 4 steps