HYBRID Locomotion Test Chamber – VR Tech Demo by Nimso Studios
HYBRID Test Chamber VR Locomotion Tech Demo
Welcome to the HYBRID Experimental Testing Chamber
This is a Tech Demonstration of HYBRID Physical Locomotion Systems, where VR Interactions are implemented using Physics Simulation.
This is not a game as of yet, just a tech demo, but the systems being implemented will be used in SLAYR, a VR FPS that I’m working on.
There are multiple systems for you to test out here, including Locomotion, physical hands, weapons and obstacles.
You can play around with all the items in the test chambers, even play mini-golf or tennis.
How does the Locomotion work?
The locomotion system is designed to allow you to realistically and naturally move around the scene, while still keeping the easy feel of the regular Directional control scheme that you’re used to in most games.
Walking is simple, just push your Left Stick/Touchpad in the direction you want to go and you’ll start moving slowly.
Sway in place to make your walk faster, this allows you to control the walk speed naturally, but not have to put much effort in like you would expect with Walk-In-Place movement.
You can also Run by jogging in place, it doesn’t need to be obvious like you’re in the gym, just a natural bounce frequency, remember your feet aren’t tracked, so you barely even need to lift them.
What about the weapons?
Objects and Weapons must be held to use them
Keep your Grip held to hold an object in hand, Release the Grip to let go again.
Each object can have multiple Grip Points, these can be held by any hand, and each point can have it’s own interaction.
Use your Main Trigger to interact with the current Grip Point that is held, This would usually pull the Firing Trigger on a gun.
The Firing Triggers actually have different Sensitivity on each gun, Meaning some guns can be fired with less pressure on the Trigger than others.
Additional Interactions
Some Grip Points have other Interactions, like Torch lights on some weapons, and a button to activate Laser Swords.
Use your Main Trigger while not holding anything to grab Special Points on some weapons, like foldable stocks, this only works while the other hand is holding the weapon.
If you’re holding a Grab Point with both hands, the first hand will be the Primary, the second hand can then activate a secondary Interaction on some Points, like the torch on some pistols.
– CURRENT ISSUES –
SteamVR version is separate from Oculus, make sure you download the correct version for your device, WMR users should try the SteamVR build.
Scopes are currently not working, they work fine in my Editor, once I build the game they break, I’ll figure it out before the SteamVR version is released.
The Physics is mostly reliable but can sometimes glitch out, I’ve done quite a lot to get it pretty stable, but it still has to account for all the limitations of a Physics Engine.
Shoulder Logic hasn’t been implemented yet, so Butt Stocks don’t actually have any use yet.
Fired Bullets aren’t affected by the Gravity Zone, Bullet Cases and bounced Toy Bullets are.
Animations are functional, but not near perfect, there’s still much to do.
Not all weapons have animations for the Slide and the Bullet Case Release.
– For Controls see CONTROLS Image –
Thanks for trying out the Tech Demo for HYBRID Systems
If you would like to ask questions or discuss the systems you’ve seen here
Check out the Discord Server:
https://discord.gg/PPX5qcq
Also you can support me directly on Patreon:
https://www.patreon.com/nimsostudios