Environment Collision in Virtual Reality - Unreal Engine VR Tutorial

แชร์
ฝัง
  • เผยแพร่เมื่อ 24 ก.ค. 2024
  • Restricting player access can be a challenge in VR, largely due to the fact the people are able to move much more freely than they would in your typical flat screen game. This can allow for players to see what is coming up beyond that locked door, or teleporting through walls, if left unchecked. In this tutorial I will show you a simple collision method to prevent players from walking through an environment in virtual reality.
    // SUPPORT ME ON PATREON
    / vrplayground
    // FOLLOW ME ELSEWHERE
    Instagram: / vr.playground
    Facebook: / virtualrealityplayground
    Twitter: / playground_vr
    // COME JOIN THE DISCORD
    Discord: / discord
    // LOOKING TO HIRE MY SERVICES?
    virtualreality-playground.com
    // CONTACT INFO
    For business inquiries: alexander.rodriguez@virtualreality-playground.com
    // CHAPTERS
    0:00 Start
    0:38 Quick Look at the Environment
    1:03 Setup Player and Components
    4:48 Moving Camera with HMD
    8:30 Moving Player Collision in Playspace
    13:14 Fixing Hand Positioning
    16:38 Place Player in Level
    17:03 Testing in Virtual Reality
    19:27 Thanks to Patreon Supporters!
  • วิทยาศาสตร์และเทคโนโลยี

ความคิดเห็น • 28

  • @malliaridis
    @malliaridis 6 หลายเดือนก่อน

    Thanks for the video. Finally all the camera positioning issues I had make sense. I love the details and explanations of your videos a lot.

  • @SalsaDeBorgona
    @SalsaDeBorgona 2 ปีที่แล้ว +1

    dood seriously thank you, these are hella helpful

  • @realadnoh
    @realadnoh 2 ปีที่แล้ว

    I'm using a collision sphere (overlap all dynamic) attached to the HMD which reacts on overlap (ignoring motioncontrollers) with a camera fade - this could help you with the crouch and standup issue. I also add a stereo layer in this case with a texture attached "go back to playspace" or something similar. Could be a nice addition for the cases player manages to still overlap with something he should not.

  • @Wingforth
    @Wingforth 2 ปีที่แล้ว

    could you cover swinging from ropes/grappling hooks attached to both hands/etc? Loving these videos, very informative

  • @CaMp4r1
    @CaMp4r1 3 หลายเดือนก่อน

    Thanks dude! This is exactly what i need :)

  • @jamiefurey564
    @jamiefurey564 2 ปีที่แล้ว

    Thank you

  • @Shenakhti
    @Shenakhti 2 ปีที่แล้ว

    This was awesome 👍👍👍

  • @tristan6052
    @tristan6052 ปีที่แล้ว +1

    Hey there, if you have a moment and see this comment, I was wondering about the hand offset. I am trying to combine this collision method with smooth turning, and I am unsure of how to keep my hand origin in the correct spot while turned.

  • @gwise3125
    @gwise3125 3 หลายเดือนก่อน

    Thank you for the video.
    In VR mode, how do I get the user to operate without breaking through the wall with collision set?

  • @mlgnoob3126
    @mlgnoob3126 2 ปีที่แล้ว +4

    This works great but for the life of me I can not figure out how to setup camera rotation/snapping with this otherwise it works great👍

    • @camradex
      @camradex ปีที่แล้ว

      did you figure it out?

  • @geniusgameslatinoamerica
    @geniusgameslatinoamerica 10 หลายเดือนก่อน

    You explain and do everything very quickly. Relax, smooth is all. There are people who are just learning and we need to see everything in detail and by doing it so fast we get lost.

  • @immortal3164
    @immortal3164 8 หลายเดือนก่อน

    How i can disable the physical movement of my HMD ? I need to only be able to rotate my head and disable all other movement like lean,crouch etc.

  • @karrlanderleathergoods635
    @karrlanderleathergoods635 2 ปีที่แล้ว

    Top Video Thanks

  • @huseyincanguneli8030
    @huseyincanguneli8030 2 ปีที่แล้ว

    Hey there. How can i add teleportation to this vrpawn with collision?

  • @dherianchacon6212
    @dherianchacon6212 ปีที่แล้ว

    How do you configure the collisions, I made all of this , and still, HMD acts as ghost and keeps overpassing the 3d assets in the world.

  • @charlesrobertson1860
    @charlesrobertson1860 2 ปีที่แล้ว

    Thank you thank you thank you

  • @cfactor9737
    @cfactor9737 4 หลายเดือนก่อน

    That was exactly what i needed. Thank you so much. But somehow it does not work if i rotate my head 180 degrees. It will update the position of the capsule in the opposite direction i'm walking. Edit: It works for me now. All i had to do was connect the device rotation z (yaw) with the relative Location and Rotation already in the camera transform class. Afterwards i removed the rotation z connection from Set actor rotation in Capsule transform, and directly took the return value z from get actor Rotation in the Hands offset and connected it with the new Rotation z in SetWorldLocation and Rotation. One problem that i still have, is that the latency is really bad.

  • @michaelcarney4063
    @michaelcarney4063 2 ปีที่แล้ว

    i just tried this on quest air link and its all jittery

  • @DevotedPastafarian
    @DevotedPastafarian 2 ปีที่แล้ว +2

    Built a test character with 4 spheres that are tracking the hmd/camera to test latency:
    Lock to hmd on: smooth camera.
    Get camera world position is just as smooth as parenting the sphere and camera, same with get relative
    Using get hmd data to move the sphere has a tiny amount of extra latency.
    Using the get orientation and position node has a huge amount of latency.
    Lock to hmd off: jittering camera. using get orientation and position to track camera to hmd.
    Get camera world position has the same amount of latency as hmd data did in the previous test
    get orientation and position and parenting have no extra latency, sane with get relative
    get hmd data has the huge latency that o&p did in the previous test
    Using get hmd data to track camera to hmd didn't work, not sure why.
    I'd recommend keeping lock to hmd on, and moving the sphere to it by using the relative position of the camera

    • @DevotedPastafarian
      @DevotedPastafarian 2 ปีที่แล้ว

      Done on a quest 2 over airlink

    • @TheStrandedAlliance
      @TheStrandedAlliance 2 ปีที่แล้ว

      But you can't really move the capsule collider to the camera, because the collider is the parent...

    • @realadnoh
      @realadnoh 2 ปีที่แล้ว

      @@TheStrandedAlliance don't use the capsule but a separate sphere collider? see my answer above - maybe it helps you :)

  • @NotDopple
    @NotDopple ปีที่แล้ว

    bro i cant look up or down now?

  • @larslarson8770
    @larslarson8770 2 ปีที่แล้ว

    Great Videos, thx! Ive heard stories from a long time ago in Sweden about people ice skating to the store in the winter...I'd like to attempt to recreate this in VR...can you share any insight on how to create the ice and skates to make them interact as if you were ice skating correctly?

  • @joseaugustocencicastilho2542
    @joseaugustocencicastilho2542 ปีที่แล้ว

    meu pião está enfiado no chão

  • @TheStrandedAlliance
    @TheStrandedAlliance 2 ปีที่แล้ว +1

    This creates a huge amount of latency when rotating the hmd and other weirdness. I feel really sick now.