![]() ![]() In playtesting, most players would point forward with their palm facing the ground, as one likely would when attempting to point at something outside of a game as well. When you’re in smooth movement mode, pointing with your free-movement-dominant hand (which can be configured in our controls settings, but is the Left hand by default) will begin smoothly moving you around in the direction you’re pointing.Ĭloudhead Games CEO: Apple Vision Pro is an AR Headset Wearing VR ClothesĬomplications arose in comfort tests, however. When you ‘un-point’ (by extending the rest of your fingers, or simply pulling your pointer finger back into your palm), the teleport is executed. When you’re in teleport mode, you can point to where you’d like to go and the teleport ring appears at your destination. You likely thought of pointing, right? That’s why we opted to use a ‘pointing’ method for movement in Myst. Picture indicating where you’d like to go. Design Phase & Considerations Designing Navigation for Hand Tracking ![]() She has worked on titles such as ‘Myst’ (2020), ‘The Witness’, ‘Braid, Anniversary Edition’, ‘Obduction’, ‘Firmament’ (coming soon!), and more. Originally coming from a purely technical background, she now helps lead production on all titles and manages business & tech efforts at Cyan. Hannah Gamiel is the Development Director at Cyan-the studio behind the original ‘ Myst’ games-and helped develop the new ‘Myst (2020)‘ which includes VR support. We’re super excited to finally let folks play Myst on Quest without physical controllers! In this post, we’ll discuss the evolution and iteration of implementing hand tracking in Myst-and in particular, adding more support for it in Unreal Engine 4.27.2. Using Presence Platform’s upgraded Hand Tracking API, we introduced Hand Tracking with our most recent update to Myst on the Meta Quest Platform, titled ‘Hands & More’.
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