VR development (HTC Vive)

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:bust_in_silhouette: Asked By c1g1m1g1

Can I dive in VR development using Godot and GNU/Linux? I’m completely new in this field and I don’t know if it’s good for beginners to start with it. I have HTC Vive headset and I want to start to learning to make games. Do I need some special pre-knowledge before I start learning if this engine allows VR development? Thank you!

I don’t know about linux (hence a comment instead of an answer)
This video should get you started Also don’t forget the docs on that matter.
VR in Godot is actually quite simple, at least on windows. As for knowledge here’s what I learned over the past year:

  1. FPS over look, always.
  2. Keep units in mind: 1 unit is one meter in Godot, so a 2x2x2 cube placed 1m in front of the camera will fill your entire headset’s display with that cube.
  3. Keep UIs simple and tailor them to VR. In my opinion there’s no 2D UI that can be ported to VR and just work, it will always need customization, often even a whole new way of leading the user through the UI
  4. Animations (squash and stretch, wobble, bounce etc.) are a great and easy way to put a little smile on the users face, they look even more “cute” in VR than in 2D.
  5. It is crucial to not have to test with the VR headset all the time. Create some sort of debug input mechanism that emulates VR input (or even whole input sequences). Iteration time is worse than on regular apps, so while you do want to test regularly on your headset you don’t want to put it on for every little change.
  6. VR experience is tightly bound to 3D sound and actually using a full 360° environment. If whatever you’re doing could also be done on a 2D screen, you’re not using VR to its full potential and will most likely come up with a lesser product than if you had done it on a 2D screen right away.

omggomb | 2019-02-17 15:11

Thank you a lot for reply. I will start this week, I can’t wait :slight_smile: have a nice day!

c1g1m1g1 | 2019-02-19 13:01