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Lean-To-Move

1,417 bytes added, 15:24, 3 January 2017
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|Description=Press a trigger on controller to record your origin, lean beyond the boundary threshold to move in game, return to origin to stop
|Pros=Mitigates VR sickness, frees up the hands while moving, move for longer without being fatigued
|Cons=???Can drift from center of play area, difficult to turn
|Examples=
|Creator=https://github.com/Erupac/LeanToMove
==Problems==
The best results seem to be obtained when the player keeps one foot stationary while stepping. There is, however, no way to enforce this and even with reminders to the player, it’s easy to forget to do this. Nausea can occur if the footing is not maintained.
 
This locomotion style also seems to encourage drift from the center of the play space. Eventually the player ends up near the edge of the playspace where they can no longer take a step. This causes a break in immersion as well as frustration.
 
The simple implementation described above also doesn’t lend itself to easy turning. In order to change direction, the player must return to the origin, reorient their body, and then step in the correct direction. This was the primary cause of players losing their anchored foot. Possible Improvements To address some of the issues above, a number of improvements can be made to the implementation described above. To address the cumbersome change in direction, it may be possible to incorporate the change in rotation of the head into the direction of travel.
 
To address the variability of the tolerances to nausea, it may be possible to allow players to tune the locomotion parameters to something that feels the most correct. This includes the threshold distance, the max speed, and the gain applied to the lean displacement when calculating the velocity.
==Solutions==
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