MVP almost complete.
Ziplining locomotion in VR.
Main Learnings:
– PID basics
– Hooke’s law and using it for hand physics
– Spline basics and Projection on a spline
– Using configurable joints for springy string-like interactions
– Modular code (I organized code so you can attach and detach to any spine)
– Improved understanding of Quaternions/setting smooth rotation in code. I manipulated the camera rig rotation on the y axis.
– Keeping scope reasonable
(My initial plan to make a ziplining MVP quickly snowballed into a big project that lacked direction of my initial idea. Better to validate this idea and start a new project.)
Tech Stack: Unity, XR Toolkit, Dreamteck Splines, Oculus Quest 2
⏫ Correction: NOCK by NormalVR, not NOOK! My bad…