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YouTube

The Holodeck is Here - Designing for Room-Scale VR

Unity via YouTube

Overview

Explore room-scale VR design challenges and solutions in this Unity conference talk from Unite 2015. Delve into the development experiences of Owlchemy Labs' Job Simulator, an official launch title for SteamVR and HTC Vive. Learn about tracked input, real-world ergonomics considerations, skill transference in VR, designing for tethered experiences, and locomotion. Discover strategies for handling various tracking configurations, designing virtual spaces for different room sizes, and creating intuitive interactions with virtual objects. Gain insights on representing hands in VR, implementing haptics, and addressing ergonomic concerns in standing VR experiences. Understand the complexities of developing physics-based VR content and designing for the unique challenges of room-scale virtual reality.

Syllabus

Intro
Picking a VR design
Before we get too far... What is Job Simulator?
Why? Passive vs. Active
Tracking - Lasers
Tracking - Coverage
Tracking - Occlusion
Single Tracker
2 Forward Facing Trackers
2 Opposing Trackers
Designing for tracking loss
Designing for Non-360 Controller Tracking
Floor-Level Interaction
Ceiling Height Interaction
Tracking - Establishing User Trust
Locomotion
Designing Your Virtual Space - Floors
FLOORS!
Differing Room Sizes
3 major tracked controllers
1:1 Hand Tracking
How do I represent my hands?
Beware of creepy "realism"
Dealing with Hands
Hands While Interacting
Tomato Presence
Interaction Highlights
Knobs, Levers, and Drawers
Interaction and Collision - Job Simulator
Haptics!
Affordances
Ergonomics - Standing height
Ergonomics Bug
Ergonomics - QA NIGHTMARE!
Skill Transference
Designing for the Tether
Developing Standing VR Content
Developing with Physics

Taught by

Unity

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