DEVELOPMENT RESOURCES
USEFUL WEB PAGES
There are many websites with useful information about VR-development. We recommend you go exploring on the web.
Listed below are some central web pages pertaining to the various virtual reality platforms. Furthermore, some advice and links are provided regarding the issue of motion sickness that some people experience when trying VR.
RECOMMENDED SPECS FOR VARIOUS HMDS
360 VIDEO
360 Resources
https://ivrpa.org/about-ivrpa/360-vr-photography-360-video-resources/
About 360 Video editing
https://jonnyelwyn.co.uk/film-and-video-editing/editing-360-and-vr-video/
PICO
Pico Developer Platform
OCULUS/HTC
Oculus Rift
https://developer.oculus.com/
HTC Vive
https://www.htcvive.com/us/develop_portal/
AUGMENTED REALITY
ARCore (Android)
https://arvr.google.com/arcore/
https://developers.google.com/ar
ARCore supported devices
https://developers.google.com/ar/devices#ios
iOS (Apple)
https://developer.apple.com/augmented-reality/
ARKit supported devices
https://developer.apple.com/library
How to share an iOS app
https://testflight.apple.com/
ENGINES/STEAM
Unity
https://unity.com/unity/features/vr
https://docs.unity3d.com/Manual/VROverview.html
Unreal
https://www.unrealengine.com/vr
VR Best Practices
https://docs.unrealengine.com
Steam portal
https://support.steampowered.com/kb_article.php?ref=1131-WSFG-3320
MOTION SICKNESS / SIMULATOR SICKNESS
When creating VR projects, consider the motion sickness (simulator sickness) and think about how to avoid causing it.
Information about motion sickness in VR can can be found online. Here are a few web pages with such information:
http://www.digitaltrends.com/virtual-reality/vr-motion-sickness-field-of-view/
http://phys.org/news/2016-03-virtual-reality-creators-motion-sickness.html
http://www.livescience.com/54478-why-vr-makes-you-sick.html
MOVEMENT IN VR
When designing how the player can move over a distance, try to do it in a way that minimizes the risk of motion sickness.
How are different angles of perspective handled in a natural, pleasant way. If used, how is a movement over a longer distance handled in the experience? How is it done in an appropriate way to avoid triggering motion sickness?
Generally speaking, there exist three alternatives to move over a distance in VR:
1. Locked: The viewer moves physically within a defined area (eg. 2×2 meters) and perhaps jumps to other nearby locations by using “teleportation”.
2. On rails: The viewer moves forward automatically, as a passenger, on a set path without the possibility to significantly influence the direction of the journey.
3. Cockpit: The viewer can, with some mode of transportation, actively control the direction of the travel in the experience, e.g. like a pilot in an airplane.