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[ArchViz] Thumbstick locomotion & gravity with the standard VR template - Unreal Engine 4 Tutorial

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  • Опубліковано 7 січ 2018
  • This step-by-step tutorial shows how to implement thumbstick (aka gamepad or joystick) locomotion as an alternative to teleportation in the standard VR template.
    It adds the ability to walk up and down stairs and ramps, making it particularly suited for ArchViz.
    This method differs from the one in my other tutorial here ( • Using thumbstick locom... ) because it uses a Character instead of a Pawn.
    *NOTE*: To keep it simple, this implementation is for a seated/in-place experience. Rotations will be inaccurate if you use it for a room-scale experience and start moving around IRL. This can be fixed implementing a roto-translation of the VR origin so the camera parented to it pivots around its vertical axis as expected. I may cover this in a future tutorial if anyone is interested.

КОМЕНТАРІ • 259

  • @davidnichol4735
    @davidnichol4735 2 роки тому +3

    I can't believe I spent a whole 12 hour day trying to figure this out through a dozen different tutorials and it was just this easy. Thanks.

    • @OffspawnGames
      @OffspawnGames Рік тому

      bruhhhhhhhhhh just had the exact same thought, and wondering why other vr games are so lazy not just to add this lollll

  • @shinzor
    @shinzor 5 років тому +12

    Bump for future roomscale locomotion tutorial. subscribed

  • @AICineVerseStudios
    @AICineVerseStudios 6 років тому +18

    To the point and simple way of doing things. One of the tutorial i found to do the same stuff in VR and that one tutorial spanned to like 8 long videos. Now I'm banging my head that why I followed that tutorial. I will use urs now to make my life easier. Thanks alot for sharing

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому +15

      If you can't explain it simply, you don't understand it well enough.
      -- Albert Einstein

    • @AICineVerseStudios
      @AICineVerseStudios 6 років тому +1

      Marco Ghislanzoni well said and true

  • @JohnHowellg
    @JohnHowellg 4 роки тому +6

    Best Unreal VR tutorial ever. Thank you!

    • @OffspawnGames
      @OffspawnGames Рік тому

      it could actually be the goat of vr tutorials this one

  • @BritishConcept
    @BritishConcept 6 років тому +4

    Thank you for this tutorial! It solves an issue I have been having for a long time.
    Thumbstick locomotion is fairly easy to setup, but what I couldn't figure out and what's not very well documented is how to make the VR pawn physical and respond to gravity. Maybe squeeze a reference to that in the video title, so the video is easier to find.

  • @chasemiddleton8088
    @chasemiddleton8088 5 років тому +4

    Hey! This tutorial was amazing, and it definitely helped me get over one of my biggest questions with vr! (I’m newer to UE4, and scripting, so your channel is amazing!)

  • @Vharixce
    @Vharixce 2 місяці тому

    was struggling for hours. Thank you for this !

  • @MrSTEEKS
    @MrSTEEKS 3 роки тому +1

    for me this is a very useful lesson! I am grateful to the author for this with all my heart. Many thanks!

  • @ralphsayah2453
    @ralphsayah2453 Рік тому

    You're the best Marco. Wishing you nothing but more success. Thanks a million for helping.

  • @mrb2843
    @mrb2843 3 роки тому +1

    Thank you, worked perfectly. To also add jump we can copy the jump code from thirdperson charachter blue print and assign the input action in the project(in my case right A key oculus controller) .

    • @marcoghislanzoni
      @marcoghislanzoni  3 роки тому

      Is that a question? Sure you can, just take into account that jumping in VR can be particularly sickening to some players.

    • @mrb2843
      @mrb2843 3 роки тому +1

      @@marcoghislanzoni HI Marco, No it was a statement but I thought I'd add it for those new to unreal, like myself, who may also want the jump action. Smooth , fast turns make me a little nauseous after an extended period but not jumping so I added your snap turns as well. Thanks again for the tutorials, all very much appreciated.

  • @DiogoMochiValente
    @DiogoMochiValente Рік тому

    I tested it on UE5 and it works too, some names are different but it works perfectly

  • @truthspeaker8243
    @truthspeaker8243 5 років тому

    So I change my original comment in respect and yeah awesome tutorial finally got it working in my project out side the vr template it was my noob mistake thank you Marco for the great work truly truly awesome.

  • @Matthew.1994
    @Matthew.1994 5 років тому +12

    i have a weird bug now. when im walking forward and use the grab button, i fly backwards with insane speeds

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому +4

      This happens because the physics of the hands gets activated on grab and this causes a collision with the capsule. You need to change the collision settings for the capsule to ignore the hands.

    • @thebutterappletutorials6553
      @thebutterappletutorials6553 4 роки тому +11

      @@marcoghislanzoni How do we go about doing that?

    • @TijnvanGimst
      @TijnvanGimst 3 роки тому

      Same problem. I can't find what is causing it

    • @1080pAdrenalinGaming
      @1080pAdrenalinGaming 3 роки тому

      @@TijnvanGimst Yeah, I need to know how to prevent this...

    • @TijnvanGimst
      @TijnvanGimst 3 роки тому +1

      @@1080pAdrenalinGaming So. If i'm right. When you enter the edit mode of your VR pawn. You should see a tab called "spawn and attach both motion controllers" in your Event Graph editor. There you should see a "spawnActor BP motion" tab. In there you can change the Collision type of the hands. Set that preference to "Always spawn, ignore collisions" This method worked for me. Let me know if it fixes your problem.

  • @raphaelcampos441
    @raphaelcampos441 4 роки тому +1

    excellent tutorial, I followed everything and it worked, the only problem was that my character is walking on his own forward

    • @julianabambini7617
      @julianabambini7617 4 роки тому +1

      I'm having the same problem here... Did you find the solution for this?

  • @nimavarasteh4493
    @nimavarasteh4493 3 роки тому +1

    Thank you. I would appreciate if you could say how we can add jump rotation (snap rotation and not smooth rotation).

    • @marcoghislanzoni
      @marcoghislanzoni  3 роки тому

      Check the other videos on my channel. I have recently released a tutorial on snap rotation with room scale support.

  • @h2syn
    @h2syn Рік тому

    Thank you sir, it's awesome

  • @jordant3512
    @jordant3512 5 років тому +1

    Great Video Great Info!!!! I was going to inquire about physics collisions with block on the ground and sometimes I fly away and sometimes they fly away. At end of video it says "And kick them too" apparently its not a glitch its a feature now. Just depends on your perspective LOL. Love it!

  • @vipenm
    @vipenm 6 років тому +1

    So easy, I've been trying to do something similar using UE's default pawn but the collision was always iffy.

  • @denno445
    @denno445 5 років тому +2

    Anyone know how to fix the player radically moving around when holding an object/gripping and walking at the same time?

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому +2

      Mass Games this is typically due to the collision between the object you are holding and the character capsule. To avoid that you can tweak the collision profiles of the object so it doesn't collide with the pawn.

  • @EthanFilms
    @EthanFilms 4 роки тому +1

    Any plans on showing us the room scale fix? What problems arise from not setting it up for room scale?

  • @thebutterappletutorials6553
    @thebutterappletutorials6553 4 роки тому +1

    Can you make a video explaining how to setup collisions properly? I've been trying for 3 days with no luck and it seems impossible

  • @Nynex
    @Nynex 4 роки тому +1

    Thank YOU! finally got oculus working close to a basic movement system. Has anyone figured out how to LR strafe using the left controller?

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому

      You do it exactly like the forward/backward movement, but using the right axis instead of the forward one. You may also need to add an input axis for it since it is not in the starting template.

  • @GamesUKStudios
    @GamesUKStudios 6 років тому +1

    Can you make a video that the character can detect you to bend legs and arms touch the floor

  • @achiever3332
    @achiever3332 Рік тому

    hi I have a question that's kinda tricky to explain but I'll do it the best I can so I made a code for jumping and slowing down time for the oculus A and B buttons but if you lightly tap the button the code runs but you don't even need to push it down which makes playing the game really hard and annoying do you know a way to make it so you have to press down the button for the code to run instead of touching it

  • @carsextendedwarranty
    @carsextendedwarranty Рік тому

    Thanks, it works, but the player's head seems to be at the very back of the capsule. Is there any way to fix this?

  • @whythovr6888
    @whythovr6888 4 роки тому +1

    Hey I'm interested in the implementation of the room scale locomotion that uses the roto-translation of the VR origin you were talking about in the description. You don't happen to have made that video yet have you? After a long break I'm trying to tackle VR development again and I can't seem to figure out how to make the player move forward with the direction of the controller or the players head instead of it being fixed like you explained. Anyways thanks so much for these tutorials, super helpful

    • @Eric_Malbos
      @Eric_Malbos 4 роки тому +1

      To do this you have to connect the Get Forward Vector node to the camera as the target, this way you will move in the direction you look at. I found this here : ua-cam.com/video/zlzBifkjXDk/v-deo.html

  • @AngyNReal
    @AngyNReal Рік тому

    Hi Marco! First of all congratulations for your tutorials. They're very simple and clear. In my project I have a problem integrating the action of opening and closing a door into the vr character. The problem is that i have to implement the function of a rotation door in my VR character but it's doesn't work. My vr character walks and grabs objects perfectly with the controllers. How can I also integrate the action of opening and closing a door so that it can work? Can you make a tutorial about it?Thanks for everything!

    • @marcoghislanzoni
      @marcoghislanzoni  Рік тому

      Hi Angela, thank you! One way to handle doors is to have them simulating physics, with physics constraints as hinges to set their rotation axis, then grab them with a physics handle to open/close them. Requires some set up but works properly if done correctly.

  • @jasoncorganbrown
    @jasoncorganbrown 2 роки тому

    Hope to find an updated video for 4.27

  • @enseighil
    @enseighil Рік тому

    Hello Sir, I know it's a year old tutorial but one of the easiest way. But I'm having a problem once it's package. The movement forward became backward vice versa. Hope you could help me.

    • @marcoghislanzoni
      @marcoghislanzoni  Рік тому

      Probably something related to the rotation of your VR origin. You should always reset orientation and position upon entering a VR experience. Or create a calibration system for the user to ensure the directions are correct.

  • @AICineVerseStudios
    @AICineVerseStudios 6 років тому +1

    Can I ask a question, I'm stuck at one point. In my VR, I have a widget as a HUD infront of my pawn camera. The HUD displays all fine. Now there is a text box in the HUD which is suppose to update based on some interaction of the pawn in the VR space. I have a custom event in widget , which gets called when an interaction happens. The issue is that the updated value does not display in text box of the HUD. I tried same thing by instead of adding HUD to camera display , I added HUD to view port and it works all fine. What actually is going on here is just really kills me. Same functionality same everything but one works , while the other one doesn't. PS : I know in VR , adding widget to view port is not the correct method but for testing purpose i did it.

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      It's hard to tell what could be wrong without seeing the details your implementation. Using widgets in VR has a number of nuances to it. This is a useful tutorial (with project download) for you to go over and learn from: ua-cam.com/video/8q_2z-SwcZY/v-deo.html

  • @Ashkor3
    @Ashkor3 3 роки тому

    Very useful. Thx for your work

  • @SINfromPL
    @SINfromPL 5 років тому

    This is working great. My biggest problem is that it's for standing only, you can't really do room scale or use hand oriented locomotion like in Onward. Do you know any related tutorials? Thank you!

  • @opatechnus
    @opatechnus 2 роки тому

    Just no matter i do, my camera is in some random location around character

    • @marcoghislanzoni
      @marcoghislanzoni  2 роки тому

      It’s probably not parented correctly to the character. Check in the hierarchy on the left. Collapse each section with the little triangles to see what is parented to what.

  • @fael097
    @fael097 5 років тому

    ok but how to make teleportation work too? i added locomotion to left stick and left right stick to teleport, but it doesn' turn to face another direction when i teleport.
    I also wanted to be able to not use the headset and motion controllers if I wanted, just use the regular viewport and a gamepad or mouse/keyboard.

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      Teleportation is totally deactivated during the tutorial, so if you want to support both you will have to un-hook only one thumbstick and leave teleportation on the other one. It should be possible, give it a try.
      Regarding your second question, this technique is VR related. If you want to do it outside of VR, it would be a simple 1st person or 3rd person character. You can start with that template if needed.

  • @327legoman
    @327legoman 5 років тому

    Didn't work for me. UE4 doesn't seem to act on any motion controller input I send in the world. In the blueprint it looks to be functioning, it just doesn't have any effect.

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      Jamie, did you follow the tutorial exactly as is, or are you trying to apply this technique to a different project?

  • @renishadesra7336
    @renishadesra7336 2 роки тому

    So you don't need nav mesh to move the player? Is the nav mesh used only for enemies movement

    • @marcoghislanzoni
      @marcoghislanzoni  2 роки тому

      Correct. With this kind of locomotion you don't need a navmesh.

  • @aurus4496
    @aurus4496 2 роки тому +1

    Will this movement be noticeable in multiplayer?

    • @marcoghislanzoni
      @marcoghislanzoni  2 роки тому

      Not without some work, unless you use something like the VR Expansion plugin which has multiplayer support built into it.

  • @Desh681
    @Desh681 3 роки тому

    Quick question. You said to remove NavMesh because it's not needed, but what does it do? I did a quick search and it seemed related to AI?
    I'm using this tutorial as a base for a stealth game with characters that can search for you and move accordingly, so would i be better leaving this in?

    • @marcoghislanzoni
      @marcoghislanzoni  3 роки тому

      If you plan to use an AI with navigation capabilities then it needs a nav mesh. In that case leave it in, it doesn’t hurt.

    • @Desh681
      @Desh681 3 роки тому

      @@marcoghislanzoni Thanks.

  • @mizrahidan1
    @mizrahidan1 4 роки тому

    thank you for the tutorial, i have just ona problem, if i go with the thumbsitick to go forward it takes me backward, how could i fix it?

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому +1

      Multiply the output of the axis event (forward/backward) by -1.0. That should fix it.

  • @JoelSpatz_
    @JoelSpatz_ 6 років тому +3

    i want to do a snap turn instead of smooth turn how can i do this?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому +2

      This is how to do snap rotation with the thumbstick: i.imgur.com/pw8zsvB.png. Just connect everything after the input event to InputAxis MotionControllerThumbRight_X shown at 3:06. Thumbstick Threshold can be set to 0.8. Snap Turn Angle is typically 45 or 90 degrees.

    • @JoelSpatz_
      @JoelSpatz_ 6 років тому

      Marco Ghislanzoni thank you i will try it on tis weekend

    • @facundomendivil7760
      @facundomendivil7760 6 років тому

      did it work ? Im really new to blueprint and have some cuestions about seting thumbstick threshold and snap turn angle

    • @facundomendivil7760
      @facundomendivil7760 6 років тому

      Sorry, never mind. It worked perfectly. Thank you very much¡

    • @JoelSpatz_
      @JoelSpatz_ 6 років тому

      Lucho Cubrepileta i hafe the htc vive and it has not worked i desided to whait for the knuckles controller from valve and try again

  • @Saidriak
    @Saidriak 5 років тому +1

    What would be the best way to go about making the Character "follow along" with the roomscale, that way you dont have to stand in the center of your play area?

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому +1

      Erimad the easiest way is to use the VR Expansion plugin which supports room scale movements out of the box. Otherwise you need to track the HMD position on the horizontal plane and use the VR Offset to compensate for it, making the character follow its position.

    • @digicraft63
      @digicraft63 4 роки тому

      @@marcoghislanzoni Problem is that the VR Expansion plugin, with its template project is quite complex, and isn´t that easy to understand. A lot of things in there that you might not need for your project. I can not really find as good tutorials as yours that explains things there, either. An easier way of achieving this would be appreciated.

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому

      @@digicraft63 If you are working with the VR Expansion plugin, which has indeed a lot of functionalities, you should contact the author. He is usually very helpful with answering questions and providing advice.

    • @digicraft63
      @digicraft63 4 роки тому

      ​@@marcoghislanzoni Thank you for the response. Yes it seems to be a worked on plugin, no doubt. I will definitely do that since you say he is helpful.

  • @kingxcrowns
    @kingxcrowns 5 років тому

    Not sure what exactly is going on as I did a fresh template and followed the video exactly and it seems as if I can not rotate. [V 4.22 // Oculus Rift]
    Note: Using the method in your other video without gravity, works.
    - Attaching MotionControllerThumbRight_X To AddActorWorldRotation with the delta rotation split and the value attached to ' Yaw '

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому +1

      Jay Currie you should use Print String debug the input to the node that applies the rotation. If the input is correct, then there may be something else preventing the rotation from happening. For example, the character may be forced to follow the controller rotation.

    • @kingxcrowns
      @kingxcrowns 5 років тому

      @@marcoghislanzoni Interesting, you are correct. I attached it to the end so when I would turn it would confirm it with a ' hello '. But as I click play, the screen is immediately filled up on the side with ' hello '. This is before I even get to put on my headset and test. Any ideas on what exactly is causing this?

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      Jay Currie this is normal as axis input events are fired at each tick. What you need to check is if there is valid input (different from 0) going to the rotation node but no rotation is applied. Then you know something is blocking the rotation.

  • @tobiasraschbacher4915
    @tobiasraschbacher4915 2 роки тому

    thanks a lot for this great tutorial marco!
    is there a way to control the speed of the movement? by default the movement is very fast...
    thanks a lot!

    • @marcoghislanzoni
      @marcoghislanzoni  2 роки тому +1

      You are welcome. Just take the output value of the input axis event node and multiply it by a float smaller than 1. That will reduce the speed of movement.

    • @tobiasraschbacher4915
      @tobiasraschbacher4915 2 роки тому

      @@marcoghislanzonithanks so much, i'll try this right now!

  • @CanalDojogames
    @CanalDojogames 5 років тому

    You are helping me alot! i am making an method that i got CAR template to player on RPG game,but its weird on Rotation... so i will try to solve with 45 degree rotation to avoid confusion while rotating.... do you know how can i make camera BLINK ?

  • @aakburns
    @aakburns 2 роки тому

    I could not get this to work. Using the SteamVR plugin.

    • @marcoghislanzoni
      @marcoghislanzoni  2 роки тому

      You have to be a bit more specific about what happens and which problems you are experiencing, otherwise I cannot help you.

  • @RobCardIV
    @RobCardIV 5 років тому

    i spent a week testing that stupid collision capsule.
    because i accidently moved the camera, not the vr origin.
    the first 3 times i followed the tutorial, i moved the vrigin and it worked brilliantly.
    but after i started making my own HMD bps, i thought i should move the camera.
    after a week of trial and error, i noticed X_x.
    fawwk

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      LOL! Let's put it this way, I am sure you will never repeat this very same mistake again. ;-)

  • @LorenzoBrasi
    @LorenzoBrasi 6 років тому

    Hi Marco, thank you for your excellent tutorials. Can you please show how to implement the roto-translation system?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Yes. We discussed that extensively here: forums.unrealengine.com/development-discussion/vr-ar-development/1362635-4-17-vr-rotation

    • @LorenzoBrasi
      @LorenzoBrasi 6 років тому

      Thank you. Actually, I'm new to VR and I tried to follow your Blueprint on post #9, but I'm not sure if the whole "graph" needs to be added below the Blueprint shown in this video, or somewhere else!
      Moreover, how am I supposed to move once completed the sketch? I mean, what are the "gestures" to accomplish?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Hi Lorenzo, I am not 100% sure I understand what you are trying to achieve.
      The roto-translation solves the issue of placing the virtual camera (HMD) in a specific position with a specific rotation, provided the player has also moved in real life (room scale setup). Since the camera is parented to the VR Pawn through the VR Origin, its relative location changes when the player moves in real life. If you want to teletransport the camera to a specific position/rotation (or simply rotate the camera around its vertical axis), then you need to find out which position/rotation the VR Pawn needs to be teletransported to in order for that to happen.
      Let me understand what you are trying to achieve so I can possibly be more specific.

  • @V4p13n
    @V4p13n 3 роки тому

    Amazing! TY

  • @ab71195
    @ab71195 3 роки тому

    Hi Marco, thank you for the great tutorials, both this one and the previous concerning thumbstick locomotion. Could you explain, why are you deleting NavMeshBoundsColume in this ArchViz version? Without it I'm not able to move in the not-ArchViz version of the tutorial. What changes in here that it's no longer needed? Thanks in advance.

    • @marcoghislanzoni
      @marcoghislanzoni  3 роки тому

      Hi Anna, you are welcome! Since you are moving using a Character, the navmesh is no longer required. If you still need it, you can simply leave it in, it won't interfere with the rest.

    • @ab71195
      @ab71195 3 роки тому

      @@marcoghislanzoni Thank for the reply :)

  • @samyhamoud3479
    @samyhamoud3479 5 років тому

    Hello marco,
    Very good video thank you so much it helped me a lot
    I have a question please, i want to change material of my static meshes when i play in vr, like the widget in the first person template, do you know how can i do ?
    Thank you

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      You can cast a ray from your motion controller toward a mesh and when you hit it, the hit results will allow you to identify the mesh and interact with it, for example changing its material. It is easier if the material change is performed by the mesh itself, but you can do it also from the pawn.

  • @terrablader
    @terrablader 3 роки тому

    This is great thank you. You are the only one that shows you can just change the class of the pawn to character. I want to also have the teleport but it seems like this breaks the teleport. Can you help me? Also I want gravity on pawn thank you!!!!!

    • @marcoghislanzoni
      @marcoghislanzoni  3 роки тому +1

      There is a bit more work to keep the teleport option. Basically you need to define a button which switches the movement mode between teleport and thumbstick, then use that button to set a boolean which decides which movement code to run. It is not too complicated, but if you are just starting with Unreal and VR how to do it may not be 100% clear to you. In case feel free to ask again or join the Discord Unreal Slackers server for more help.

    • @terrablader
      @terrablader 3 роки тому

      @@marcoghislanzoni thank you, I was afraid of that so there I a conflict between the inputs? Could it be done that when an input axis is greater that zero or less than zero teleporter is disabled? I will look for you on discord thans

  • @michaels1781
    @michaels1781 4 роки тому

    I get a tiny amount of drifting on one side of each axis, the tiniest touch stops it but its not good. any way i can stop the drift? Thanks in advance! Great tutorial! On a Rift if that matters.

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому

      Not sure where that could come from. Does it happen only if you keep your hands close to the body? Or is it more from the thumbsticks?

  • @David-wu7kf
    @David-wu7kf 5 років тому

    Hey Marco thank you for your great work :)
    do you have an idea how i can switch the thumbstick input from touch to actially press the button to make me move ?

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому +1

      You can use different input nodes. Instead of the axis ones, use the button ones. Set a movement speed variable based on whether the button is pressed or not. The movement has to be driven from Event Tick for this to work with action type inputs.

  • @CrazyBirdFace
    @CrazyBirdFace 5 років тому

    I followed this tutorial but forward and backward have been reversed. Is there a solution to this or have i done something wrong?

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому +1

      Check your input axis (Edit-->Project Settings-->Inputs). You may need to reverse the sign for MotionController_ThumbLeft_Y.

  • @thangpham-gf2ly
    @thangpham-gf2ly 5 років тому

    thank you so much!

  • @christianch900
    @christianch900 6 років тому

    I need help please, I could do with this tutorial that my character has a collision mesh which I needed and thank you, but now I have the following problem, I am creating a mini basketball game in vr the problem is that when I take a ball from the floor or from where this supported, at times I start to move to different sides involuntarily and sometimes I fly through the air and if I move the hand in which I have the ball is as if I controlled that movement and could go faster or slower, until a certain time that I end up falling hundreds of meters from the basketball court. This started to happen after I added the collision capsule to my character and I think that's the problem, there is a clash of collisions between the capsule and the object that I take in this case the ball. I use standard teleportation as a method of movement. Would you have any idea how to solve this?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Christian Eduardo Chapero you need to set your collisions between the ball and the pawn properly so that one doesn't push against the other. You may need to create a custom object channel and work with it. Google it, it can be created within the Project Settings.

    • @christianch900
      @christianch900 6 років тому

      Marco Ghislanzoni sorry for being so annoying I am at the limit of the delivery of a small project and I have the problem that the packaging is not done is canceled by a failure apparently, I have the codes of the output record where the entire process is shown until the error , could you pass by some means either email or other this note file so you can look at it and help me know what the error is?

  • @manollobango
    @manollobango 6 років тому

    @Marco Ghislanzoni
    Thanks for your tutorials!
    But I'm having troubles with the thumbstick movement which seems to be mirrored when the Motion Controllers aren't in the same height or higher as my HMD. Any idea what I'm doing wrong?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      That's strange. Check your hierarchy inside the MotionControllerPawn, make sure all components are parented exactly like shown in my video.

    • @manollobango
      @manollobango 6 років тому

      The components in my project are parented like shown in your video. Well I tried it again and the movement isn't really mirrored. I only can't move forward when the controllers are below the HMD. Also my pawn runs backwards the deeper I hold the controllers or when I hold them close to my hips. Everything else seems to work.

    • @manollobango
      @manollobango 6 років тому

      Okay, now I know what causes the problem. My sensores didn't track the controllers correctly and I may have to recalibrate them.
      That's really strange. When I'm standing in the middle of the chaperone-/guardian boundary-grid the movement goes crazy and when I'm standing near the grid it works fine. Also when one hand is facing forward and the other hand is facing to the side the movement goes crazy too.
      The sensores aren't the issue because in other games they're tracking correctly

    • @manollobango
      @manollobango 6 років тому

      Okay, I don't know why but I started a new project and know it's working perfectly.
      I would appreciate it if you could help me with another issue that I'm having. I've added a capsule collision to the HandMesh in the BP_MotionController because I wanted the hands to interact with assets/objects by touching them. For this I've also added collision to the capsule. It works fine with the right hand. The capsule is following the hands position in every direction but the capsule on the left hand seems to be locked on the z axis.
      Do you know how to fix this?

  • @whythovr6888
    @whythovr6888 5 років тому

    is there a way you can implement the turning with the head rotation or where ever the player is looking to be the forward direction. Also how do I make the collision follow the player if they are in room scale?

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      WhyTho for the first one, just replace the Forward vector of the actor with the Forward vector of the camera. That will make the player follow their direction of sight. Thr second one is more complicated. The easiest way would be to use the VR Expansion Plugin which had room scale support out of the box.

    • @whythovr6888
      @whythovr6888 5 років тому

      Marco Ghislanzoni oh ok I’ll see what I can do thank you!

    • @whythovr6888
      @whythovr6888 5 років тому

      @@marcoghislanzoni ok so I got the VR expansion plugin finally installed and now I have no idea what the heck to do. Could you maybe do a tutorial or maybe direct me to a tutorial on how to do thumb stick locomotion with room scale? And maybe as a bonus, all of that with a skeletal mesh so you can have arms and legs and a body? If not that's totally cool, I'm just super new to all of this and I want to create something and finish it. I did a devlog for a game idea but it turned out to be too difficult of an idea for a beginner like me so i did a simpler game but so far I'm thrown off already lol. My video should be on my channel. But yeah thanks for the help so far.

  • @fooglejrpb
    @fooglejrpb 4 роки тому

    Is this tutorial only for Oculus Rift and HTC Vive? I followed it exactly, and it doesn't work on the Oculus Quest...

    • @fooglejrpb
      @fooglejrpb 4 роки тому

      my bad... somehow the Oculus settings in Android>Advanced Packaging reverted to Oculus Go … Reset it to Quest and now it works great!

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому

      @@fooglejrpb Happy to hear! :-)

  • @jubano3747
    @jubano3747 4 роки тому

    Thanks for the tutorial, but something is missing, indeed the thumbstick motion is working as long as you don't move your head on left or right! Synchronization between character vector and camera is missing I guess! I'm looking for a solution right now but if someone already has the answer I'd like to watch it ^^!

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому

      Monkey Maker check out the snap turn with room scale support tutorial I just released.

    • @jubano3747
      @jubano3747 4 роки тому

      @@marcoghislanzoni Yes I find a solution few minutes after my first post! Thanks for your answer and your videos :) !

  • @christianch900
    @christianch900 6 років тому

    Marco Ghislanzoni sorry for being so annoying I am at the limit of the delivery of a small project and I have the problem that the packaging is not done is canceled by a failure apparently, I have the codes of the output record where the entire process is shown until the error , could you pass by some means either email or other this note file so you can look at it and help me know what the error is?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому +1

      Christian Eduardo Chapero Sorry I am on holidays, can't really help you from here. Please join Unreal Slackers on Discord and ask for help in the packing section or use the Unreal Forum or Answer Hub.

    • @solaris5303
      @solaris5303 5 років тому

      ​@@WoodysAR What? The Discord server literally exists so that people can ask questions. It's designed for simplicity, it was built for gamers for god sake.

  • @felipep.villarreal2058
    @felipep.villarreal2058 6 років тому

    Marco, i have a question, hope you can help me on this one... I've followed your tutorial and it works just fine, i have an issue regarding the height of the camera, I appear to be about 30-40 cms higher, I've look through your other tutorial and even your unreal engine forum account and haven't been able to find a solution.. could you please take the time to help me on this one?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Four things to check. 1) You have to make sure that the Camera is parented to the VR Origin and that the VR Origin is parented to the root component of the pawn/character. 2) You have to make sure to drag the VR Origin (and not the camera) to the bottom of the capsule. 3) You have to position the capsule, with the camera at the bottom, flush to the floor. 4) You have to make sure that you are using Floor as your Tracking Origin.

    • @felipep.villarreal2058
      @felipep.villarreal2058 6 років тому

      what a dumb mistake... it was number 2.. thank so much man, your tutorials are a life saver.

    • @felipep.villarreal2058
      @felipep.villarreal2058 6 років тому

      follow up question... what if i wanted to edit the height of the pawn as the one a kid? like 1.30 meters or something like that? is it possible?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Felipe P. Villarreal Just offset the VR Origin further down, that will make you shorter.

  • @AndyPants550
    @AndyPants550 6 років тому

    my editor crashes when I try to change the HMD Locomotion Pawn's parent class to Character

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      AndyPants550 That shouldn't happen. Which version of UE4 are you using?

    • @AndyPants550
      @AndyPants550 6 років тому

      using 4.18.3 ...I ended up just using a First Person Character...the newest one has checks for HMD and VR functionality already in the blueprint. Copy it from a new First Person project, if you use the "Add features or Content pack" from Content browser it seemingly imports an older version of the FP character that does not yet have the functions

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      All right, happy you have solved it.

  • @bulentersan98
    @bulentersan98 6 років тому

    hi Marco,
    We are beginner in UE4 working on a game . i found your tutorials really helpfull. Need a help about Gear Vr. As i understood VR Template for only HTC and OCulus Rift. Game that iam developing will be in android platform so i need to use Gear VR or Oculus Go. Can you help me about Gear VR inputs that i can grab and move also. Moreover, as in this tutorial can i change vr pawn class like as you to get movement.Thank you

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Hi, I have no direct experience with Gear VR, only with the Oculus Go, but they are quite similar. Actually the standard VR template, including teleportation, works quite well with the Oculus Go, just needs a bit of adaption to the Tracking Origin settings and player's height. You may want to post about this on the official UE4 forum or on Discord Unreal Slackers to get some more help.

    • @dinceraydn4057
      @dinceraydn4057 6 років тому

      Marco hi how do you use oculus go in ue4. How the ue4 recognize Oculus go in ue4 . Do you need to package and install oculus app before play? thank you

  • @gabegonzalez2782
    @gabegonzalez2782 5 років тому

    Does this work for HTC VIVE CONTROLLERS as well?
    Because they don't really have a thumbstick

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      Gabe Gonzalez yes, it should work also with the touchpads of the HTC Vive.

    • @gabegonzalez2782
      @gabegonzalez2782 5 років тому

      @@marcoghislanzoni thanks so much

  • @spike8106
    @spike8106 6 років тому

    Could you do a tutorial on hooking up oculus rift controllers with inputs and blueprints

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Hi Matthew, could you please elaborate on your request? I would like first to understand what you are trying to achieve. Or is it just a generic need you have?

    • @spike8106
      @spike8106 6 років тому

      Marco Ghislanzoni I'm trying to make a vr view with motion locomotive and have difrent view points like in legend of Zelda viewing

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Ok, got it. Will see if I can address something along these lines in one of my next tutorials.

  • @MoshiMoshiDoppio
    @MoshiMoshiDoppio 6 років тому

    Hey, do you know how you can grab enemy ai in the vr template, similar to robo recall? I havent been able to find anything

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому +2

      Basically you need to grab a specific bone and then activate the ragdoll for the enemy. If you download the Roborecall mod kit from the Launcher you will be able to see how this is done.

    • @MoshiMoshiDoppio
      @MoshiMoshiDoppio 6 років тому

      Can I change what activates ragdoll mode? I currently have It set where when you simulate physics ragdoll mode turns on, but because of that the character just falls to the ground rather than snapping to my hand, and when I keep simulate physics off the character does the running animation while im grabbing him

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому +1

      Lightsaber09 The idea is that the enemy plays its animation until you grab it, then you turn on ragdoll programmatically. You can even mix physics and animations if you want.

  • @SuperMontana2008
    @SuperMontana2008 6 років тому

    Great vid, is this setup with thumb sticks on the oculus Rift or a normal game pad?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Scott Bez I have tested it with the Oculus Touch, but you can easily adapt it to a Gamepad by adding the proper input mappings under Edit -- Project Settings -- Inputs

    • @spike8106
      @spike8106 6 років тому

      Marco Ghislanzoni what is your input settings for oculus I can't get any of mine to work

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      @Matthew I am using the default input settings which come with the standard VR template. Are you using 4.19? This may have changed with 4.19, so I need to double-check that is still valid. It works properly with 4.18.x.

    • @SuperMontana2008
      @SuperMontana2008 6 років тому

      Hi Marco, after following your tutorial Im getting a strange conflict where the HMD controls my player capsule. When I turn my head using the occulus HMD the player turns as well. It only does this when the unreal project is packaged as .exe but seems ok within the editor. Do you have any ideas?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Hi Scott, a possible reason for that are missing GameMode / Default Pawn settings in your project. Make sure your project settings (Maps and Modes) refer to the proper GameMode and that the GameMode refers to the proper Default Pawn. Your World Settings may contain an override to them, which would explain why it works properly in the editor but not in the packaged version.

  • @rajatk
    @rajatk 6 років тому

    WOW...!!!!!! Subscribed :)

  • @domagojkobescak6752
    @domagojkobescak6752 5 років тому

    Awesome was easy to do and works, but one thing i cant figure out my left tumbstick Y is inverted, up is back and back is up any idea how to invert it ?

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      Domagoj Kobescak go to Project Settings -> Inputs and invert the sign for the left Thumbstick Y. If it is 1.0 use -1.0 instead, or viceversa.

    • @domagojkobescak6752
      @domagojkobescak6752 5 років тому

      @@marcoghislanzoni i did so it was on -1 and i changed it to 1 but the effect is still the same :(

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      Domagoj Kobescak did you change the right one?

    • @domagojkobescak6752
      @domagojkobescak6752 5 років тому

      @@marcoghislanzoni i changed both of them, and tryed to remove it and readd it in project sethings still the same

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      Domagoj Kobescak really strange. Try to multiply the output from the input event node by -1.0, it should invert the controls.

  • @snortlaxatives
    @snortlaxatives 4 роки тому

    Very cool tutorial. Is there an easy way to increase the speed of the player's walking?

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому

      Just multiply the output of your input event by a float factor > 1.0 before feeding it into the movement node. That will multiply the walking speed by that factor.

    • @snortlaxatives
      @snortlaxatives 4 роки тому

      @@marcoghislanzoni Thank you. Tutorials like this are extremely helpful for noobs like me. This was actually the first scripting I did with blueprints.

  • @ilsocialattivista5278
    @ilsocialattivista5278 4 роки тому

    bravo marco

  • @CurbStompCity
    @CurbStompCity 6 років тому

    Thanks for this. It works apart from my character seems to float above the ground, so when I try to pick an object up off of the ground, I cant reach far enough and they are beneath my floor irl. Any ideas what I might have done wrong?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Yes. Four things to check. 1) Make sure that the Camera is parented to the VR Origin and that the VR Origin is parented to the root component of the pawn/character. 2) Make sure to drag the VR Origin (and not the camera) to the bottom of the capsule. 3) In the level, position the capsule, with the camera at the bottom, flush to the floor. 4) Make sure that you are using Floor as your Tracking Origin.
      #2 is the most common mistake.

    • @CurbStompCity
      @CurbStompCity 6 років тому

      Thanks, it was #2. :)
      I just need to slow the movement down a bit. Where can I change the speed?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Just take the Axis Value output from the Axis input events and multiply it by a float which is smaller than 1.0 before feeding it into the Add Input nodes. That will slow down the movements.

    • @CurbStompCity
      @CurbStompCity 6 років тому

      Thank you. :)

    • @CurbStompCity
      @CurbStompCity 6 років тому +1

      One last question.. when the trigger is held whilst my hand is inside the characters cylinder collision, it sends me flying backwards. Do you have any idea what's happening?

  • @Redswift001
    @Redswift001 6 років тому +1

    Hi. Its a great tutorial! Thank you! Can you help me a out a bit, how to control the speed? :)

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому +2

      Sure, that's pretty easy. At 3:30 the output Axis Value from the Motion Controller event is connected directly to Add Movement Input. If, instead of connecting it directly, you multiply it first by a float variable, that will change the movement speed. If the value of the variable is > 1.0 the movement will be faster, if the value of the variable is < 1.0 the movement will be slower.

    • @Redswift001
      @Redswift001 6 років тому

      Its working great, also the same method worked for turn speed :) Thank you!

    • @theshadegamdev
      @theshadegamdev 3 роки тому

      @@marcoghislanzoni Im not sure what i need to do to do this,
      Any help?

    • @marcoghislanzoni
      @marcoghislanzoni  3 роки тому

      @@theshadegamdev you just need to take the output Axis Value from the input event (red node) and multiply it by a float greater than one. If you are unsure about how to do it exactly, I suggest you first take a basic Blueprint course on learn.unrealengine.com

  • @marcom.1983
    @marcom.1983 3 роки тому

    Grazie di cuore =)

  • @flashpowr
    @flashpowr 4 роки тому

    sadly it starts me up in the sky ?????? please help

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому

      TheHendersonshow when that happens you have to check your collisions. Try to modify or disable them, it should solve your issue.

    • @flashpowr
      @flashpowr 4 роки тому

      what collisions should i be looking in to? would it be possible to get a project file with this ty

  • @Eric_Malbos
    @Eric_Malbos 4 роки тому +3

    A clear, accessible and straightforward tutorial. Grazie Mille! I subscribed on the spot. Besides for more natural locomotion, did you make or know a tutorial to move forward in the direction of the look in VR?
    EDIT : to do this you have to connect the Get Forward Vector node to the camera as the target, this way you will move in the direction you look at. I found this here : ua-cam.com/video/zlzBifkjXDk/v-deo.html

  • @hoodmonkey5535
    @hoodmonkey5535 4 роки тому

    how do i change speed? btw Love your work

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому

      Thanks! Take the Axis value from the input event (red node) and multiply it by a factor > 1.0. That would be your speed multiplier.

  • @luarlarep6069
    @luarlarep6069 4 роки тому +2

    Hi, do you can make a tutorial explaining how to make the collision capsule follow me?.....Greetings from Spain and congratulation for your tutorials

    • @EthanFilms
      @EthanFilms 4 роки тому +1

      If you figure it out, please let me know.

    • @luarlarep6069
      @luarlarep6069 4 роки тому

      @@EthanFilms ua-cam.com/video/SOe8O4QhanM/v-deo.html

  • @MoshiMoshiDoppio
    @MoshiMoshiDoppio 6 років тому +1

    It worked, but when I grab things and try to move I start moving either to the left or to the right at light speed xD Any ideas on how to fix It?

    • @MoshiMoshiDoppio
      @MoshiMoshiDoppio 6 років тому +1

      There seems to be a conflict when moving In a certain direction while holding grab, and also Is there a way to slow down the rotation speed?

    • @MoshiMoshiDoppio
      @MoshiMoshiDoppio 6 років тому

      (Nevermind about the rotation speed, it works the same way with the movement speed)

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому +2

      This is due to the collisions between the character capsule and the object you are grabbing. It can be solved by setting the collisions properly or by using custom collision channels.

    • @MoshiMoshiDoppio
      @MoshiMoshiDoppio 6 років тому +1

      Marco Ghislanzoni thank you very much, there was also a thing I the motion controls blueprints that when you do the left grip it causes it to collide with everything, so deleting th ha t fixed the proble

    • @fredbeahm1714
      @fredbeahm1714 6 років тому

      I'm trying to fix this currently. I need to be able to hold an object with trigger, using this BP, and when I do, it makes the directions screwed up, ie' forward is right or back, etc.

  • @flashpowr
    @flashpowr 4 роки тому

    I dont have a capsole mesh

    • @marcoghislanzoni
      @marcoghislanzoni  4 роки тому

      TheHendersonshow what are you using as pawn?

    • @flashpowr
      @flashpowr 4 роки тому

      @@marcoghislanzoni vrprawn with the level same as yours

  • @Redswift001
    @Redswift001 6 років тому

    Hi, its me again! After all worked out fine, i experienced one more problem. When i turn physically (not with the thumbstick,or gamepad),then my controls get all messed up. For example i turn 180 in my room then i can go forward if i press the thumbstick backward. I hope you get what i mean :D hard to explain. Basically if i turn with my head its still thinks i look the way before i turned... any idea how to fix this?

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому +1

      Yes. This technique is not suitable for room-scale VR, the one where the user can freely walk or move around. A quick fix, just for in place rotations, would be to use the Camera Forward Vector and Camera Right Vector at 3:41 and onward. Mind the fact that if you start walking around in real life, the collision capsule will not follow you and all your collisions will be offset. To have this experience work properly in a room-scale setup, you need to use a plugin like Mordentral's VR Expansion.

    • @Redswift001
      @Redswift001 6 років тому

      Yes thats make sense. Will try that plugin, i hear good things about it :) Thanks!

    • @fredbeahm1714
      @fredbeahm1714 5 років тому

      @@Redswift001 Did you ever get this working, I'm having the exact same issue and need a fix ASAP.

    • @fredbeahm1714
      @fredbeahm1714 5 років тому

      @@marcoghislanzoni Never mind, your fix mentioned here worked! Thank you so much. I look forward to your next videos. Have you done any development with the magic leap yet?

    • @Redswift001
      @Redswift001 5 років тому

      @@fredbeahm1714 As a sidenote i started to use the free VR plugin for the UE4. If you search for it youll find it easy on tge web. It has roomscale and a lot functions. Also this tutorial helped a lot to start but the plugin has all movement and much more. :)

  • @SuthernZero
    @SuthernZero 3 роки тому

    Great tutorial! however rotating like that with a VR helmet on will give you serious motion sickness... LOL

    • @marcoghislanzoni
      @marcoghislanzoni  3 роки тому

      To some people it will. Feel free to check out my other tutorial on snap turn rotation. Snap turn doesn’t trigger motion sickness in most people.

    • @SuthernZero
      @SuthernZero 3 роки тому

      @@marcoghislanzoni Hiya Marco. I've just started working with UE4 and am struggling to grasp the blueprints coding method. I do have a bit of background working with coding in 3D software in vb6... but that's way old LOL.... any advice on where i should start in terms of learning blueprints? thanks :)

    • @marcoghislanzoni
      @marcoghislanzoni  3 роки тому

      @@SuthernZero check the beginner’s level trainings on learn.unrealengine.com, they are all free. Despite what it may look like, Blueprints is a fully featured programming language, it just uses a visual paradigm instead of having to write code. It may take a bit of time for you to grasp the basics, but you should be up and running quickly if you follow few courses.

    • @SuthernZero
      @SuthernZero 3 роки тому

      @@marcoghislanzoni Thank you kindly Marco! :)

  • @AphoniaMute
    @AphoniaMute 5 років тому

    Its all well and good showing people your collision.. Now stand up and move IRL and try.. collision dont follow you if you move IRL So its pointless really unless you want a stand still or sit down game... The thing I find funny in the VR game dev world is people complaining about no good games really out but nobody seems to want to share on how to get the collision to follow you in room scale... I swear the first person to make it happen and put it on the ue4 marketplace as a free template or make a video showing how its done are gonna to get a massive sloppy KISS!!, Im one of these people that wont rest until I have stuff working correctly so If i figure it out myself I will put it on the marketplace free to all as a starting point for room scale games.. No added shit just the basics for a good starting point.

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      The easiest way to get room-scale movements is to use Mordentral's VR Expansion plugin. This said, it can also be done without plugins, but it takes quite some work. One also needs to define what happens when you actually hit something in VR while moving IRL. Should the VR world be pushed back because you cannot get through a solid wall? Should your HMD get black to denote you put your head through a wall while the VR world stays in place? Any other options?

    • @AphoniaMute
      @AphoniaMute 5 років тому

      @@marcoghislanzoni I did take a look at that plugin and it does sound good, but I really dislike relying on plugins.. Not sure why its just a thing I dislike :) Its hard to say what Id do when the player collides with an object / Wall until I have the collision working from there Id try multiple things to see what feels better. The collision would stop the player walking through a wall but they could still lean and look through... In the event of some cheeky person trying to peak through a wall I'd more than likely make it so any enemy / Items would be set to hidden if the HMD hits a wall, But that's well and good but would be not worth really. I would more than likely go down the route of just making things go darkish with test asking them to back up or something. Well I can really never know until I can get the collision to work correctly. I've searched for days and cant find anything on room scale collision using locomotion. Its a pain for sure :)

    • @marcoghislanzoni
      @marcoghislanzoni  5 років тому

      dzrealkiller one easy thing you can try is take a collision capsule and parent it to your camera, then set it to overlap with everything except the pawn. This capsule will move with the camera (aka the HMD) in real life and trigger overlaps as you step into something. Based on that, you can do what you want with the event.

    • @AphoniaMute
      @AphoniaMute 5 років тому

      @@marcoghislanzoni Hmm, Yeah I'll have a tinker with that for a bit and see what I can come up with. Thanks ;)

    • @jordant3512
      @jordant3512 5 років тому

      Event tick - Update Vr position. Or create a loop with small delay so its not doing it 60 times a second

  • @phoenixsampras
    @phoenixsampras 6 років тому

    Please share that project with google drive or dropbox, thanks a lot

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      Not really worth it. You can reproduce it in 6 minutes by starting from the standard VR template and following the tutorial. Or are you experiencing problems?

    • @phoenixsampras
      @phoenixsampras 6 років тому

      Thank you for your response, do you have email? do you do outsourcing, we have a small project, that needs some fixes to work properly with VR. If so, please share your email :D

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому

      I sent you a PM here on UA-cam

  • @GamesUKStudios
    @GamesUKStudios 6 років тому

    Do voice work it’s better if you can

    • @marcoghislanzoni
      @marcoghislanzoni  6 років тому +1

      Each one has a different learning style, I am getting many appreciations for my purely visual tutorials. I will think about it, but thanks for your comment.