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

Recommended VR specifications

 

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/

 

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://unity.com/learn

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.