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unityvrtunnelling's Introduction

UnityVrTunnelling

Simple Unity implementation of Tunnelling for VR - dynamic reduction of FOV to combat sim-sickness

DEPRECATED

This package is now deprecated - our advanced plugin VR Tunnelling Pro is now open source and is strongly recommended over this repo.

Tunnelling

Tunnelling, as seen in Ubisoft's Eagle Flight, is dynamic vignetting to reduce FOV in VR while rotating. This reduces perceived motion for players and can be highly effective in reducing sim-sickness.

Use

Just attach to a camera and link the Ref Transform field to the player's vehicle or body (i.e. something which determines their gross rotation in the world - NOT the HMD). The default settings should work ok for most situations.

Note that Tunnelling.shader must be in the Resources folder, or the shader will work in editor but not in builds.

Cubemaps

Supports drawing a cubemap in the vignette for a "cage" effect.

VR Tunnelling Pro

For many more features, including masking, 3D cage, full cross-platform support, presets and a mobile-friendly version, see our upcoming Unity Asset Store plugin VR Tunnelling Pro: www.sigtrapgames.com/vrtp

Example

Tunnelling in Sublevel Zero

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unityvrtunnelling's Issues

Support for forward velocity

It seems this script is only for rotational velocity; most VR games with tunneling tend to use it mainly for fast movements in any direction. I'll try modifying the script to support this feature and send a pull request if this is desired.

Integration into vrtk?

Hey,

We have this outstanding issue on vrtk

ExtendRealityLtd/VRTK#222

And this repo is usually the thing people turn to for vr tunnelling.

Is it something that can be brought into VRTK? or would it be better if we just made sure both were compatible and had this repo as the suggested way of doing tunnelling?

When Iris converges to a small dot it separates into two dots

The iris is currently applied to each camera so when the iris converges down very small the iris is clearly visible in both lenses.

(Note, we've fixed this in the VRTK version, i'll raise a separate pull request bringing the fix back into this repo!)

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