Final Project - Problems we face
Currently there isn’t a good way to achieve time acceleration effect.
Jumping from the cliff:
Since we will simulate the free fall and take control of the camera, the potential problem can be:
Simulate the free fall and try to avoid the unnatural movement. But at the same time reduce the motion sickness because of user’s losing control of camera.
Under water effect.
Problem: Inside the VR application, only the camera moved instead of the player controller (i.e. the controller collider); this didn’t allow trigger events to get started. Solution: Using a script in the OculusVR SDK called “Character Camera Constraint” that functions like a joint between the camera rig (i.e. the “head” of the VR character) and the character controller (i.e. the “body” of the VR character); collision detection works now
Problem: Make the environment rotate only when the player moves. Solution: Calculate the player’s position frame-by-frame and then if there is a difference, started a coroutine that calls the RotateAround() function, that rotates the environment at the end of the frame.
Problem: Make the path rotate around a point, and then make it seem as if the user is walking in a forward motion. Solution: Arrange path model in the following hierarchy, PathParent->PathChild->PathMesh(that contains the meshes). Point the forward vector of PathParent towards center (so that RotateAround() works), and point the forward vector of PathChild in the direction to move (that is opposite to the player's forward vector), and then use “transform” function to move it in that direction (where the forward vector is pointing)
Problem: In the Hospital Scene, the player seems to slide off on its own and get stuck. Proposed solution was to slow down the speed, but that does not make the user go in circles in-real-life. Solution: To-be-figured-out
Problem: After walking for almost one semi-circle, the player reaches the end of the collider, which in turn does not rotate environment. Solution: (Proposed) When the user reaches the corner, then Lerp the rotation of the path in such a way that the forward vector points at the next corner. In this way, it is expected that the user will always have to keep walking in a forward motion.
Assets & Models:
Problem: We’re worried that too much assets, especially, trees, will cause computational issues. Since quite some models we’ll be using are highly complex, we want to make sure that it won’t make the Oculus laggy, slow...etc.
Solution: For now, we just simply minimized the terrain size and block the player viewport as much as we could.