Overview of what Room Scale VR means to developers with a quick intro to the SteamVR Plugin for Unity3d for developing for the HTC Vive including tips for developing offline (without a developer kit)
a 15` x 15` (~4.5m x 4.5m) space Developers should consider 3m x 3m as well as 2m x 2m Standing and seated opHons are available >15 ` technically feasible with addiHonal base staHons (not supported yet)
SDK is the basis of the available support in various engines: hWps://github.com/ValveSo`ware/openvr • Includes, Unity3d, Unreal 4.9+, OSVR and many more (now including JMEVR* as well!) * JavaMonkeyEngineVR
under the steamvr applicaHon folder under …. /SteamVR/resources/rendermodels • If you copy it to your assets folder, you can provide offline access to controller objects with models • current controller model: vr_controller_05_wireless_b • runHme check for Vive disables controllers
up the default models for tracked items (this includes the base staHons) • So you can add to the model or replace the model (at least change the color) • In some cases it may make sense to keep the default models for the controllers
Shooter) does not port to room-‐scale out of the box – requires rethinking game design! • Do not move the player (head bob, stafing, jumping, foot steps, collisions… etc.) • Allow exploring beyond scene borders • TransiHon with complete fades • Be innovaHve with teleporHng