Or at least to see a VERY simple game, using the PlayFab prefabs.īecause both the Unicorn Battle and the Angrybots Demo projects are kind of advanced games and I find it not easy to "extract" the PlayFab part of it, so I can use it in my own game. What I mean, is that I was hoping, that I just could download and import the SDK into my already existing Unity project and from there, only drag the prefabs/scripts into my game, so I would get the User Authentication including the GUI needed (and when I needed more features, I could just drag and drop the wanted ones, into my project the same way). I was hoping for a "starters package" or something like that.
So now I have to make the IMGUI from scratch and after that, I need to find out how to register users, etc. It says in the readme file, "This is an advanced example and can be quite dense at times due to the many sub-systems." Also downloaded and run within Unity, but got several errors, so I couldn't test it out.Īnd in the Getting Started Guide, all I can do, is get a message printed out ""Congratulations, you made your first successful API call". It may be possible to add an effect or shader that obscures the visibility when it clips outside.Took a look at that Unicorn Battle project. I'm going to try to add some gentle camera collision but I agree it might be problematic if it influences the camera too much. And using the joystick to control movement and body orientation. Personally, I think I would prefer aiming at bots using the headtracking. For example the player could "cheat" intentionally or unintentionally by looking what is behind the walls to other locations before reaching them. But in VR all this added camera motion may or may-not induce sickness? Then again if you let the camera go through the walls, that has some gameplay issues to take into consideration. Usually the 3rd person camera control is coded in such a way to prevent it from going through walls and obstacles for obvious reasons. Playing the demo made me think about a couple of issues. This shows that 3rd person games works just as good in VR. Much better than the default top-down view. Added meshes to cover back faces of normals.Increased Collision accuracy on many objects.Removed physics impulse from explosions.Redid the end Scoreboard view and allowed restarting.Added X360 controller configuration by default uses Oculus XInput Gamepad Plugin.Added new bullet impact sparks that have collision.Created new light halo effect for Lamps.Added locational sounds to Steam Fan Vents.Increased proximity detection range of Spiders.Increased activation range so they don't suddenly appear.Rift camera has a smoothed Y rotation bias to align with player facing.NOTE: X360 Controller only at this stage, no mouse control. Grab this download and have a blast, I think it's already a lot of fun and a great Rift demo! There are a lot of new effects, health readout on his back, music and tweaked AI and because it is so optimized for Mobile you can get really high frame rates so running this at 1920x1200 should be easy to get 60 FPS on most machines.
Combined with the Lazer Sight its a very effective and accurate way to aim. The Head Tracker Controls Aiming and the Right Stick controls your forward facing. I'm really happy with the way it feels, I wanted to see if a 3rd person perspective reduces nausea.
I used the Unity Angry Bots project and converted it into a 3rd Person Shooter. So since I'm having a break from Lunar Flight I wanted to try some experiments with non 'First Person' camera modes.