Hey forum,
my question is how to I organize the animation in my game.
The premise is your wearing a VR headset and most of the game/experience is the ability to look around and watch. Then every few minutes there is a point where the user can take action. The controls and vr functions were easy, but I am stuck understanding how to do the animation timing.
If the scene is roughly 5 minutes long plus the user interaction time how to I coordinate events. I am assuming I have a main controller object that does everything based on a time tracking variable? As I have read as well coroutines are the better standard for doing events rather than just a list of timed events in the update method. So Is this method the best technique or in this situation does someone recommend something else?
Thanks
Couroutines work well, but, they really bog down in Unity. Couroutines are generally simpler but updates are actually more performant. Couroutines have a much bigger performance cost than they should and there is a free alternative in the asset store. Either would work though…
Question, If this is just a glorified sit and stare google cardboard like freebie experience - Any reason you aren’t using a global animation or a cutscene tool? (Unity timeline or cinema director etc). If the user can’t really do anything for the most part, animations are the way I would go… It works great for low end pseudo VR stuff (but it is generally unfavorable for true VR due to the Swayze effect)
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I don’t know how I never heard of the Timeline feature, I think I was looking for that at one point and got different results when googling. Anyway that is the logical solution to this. I was wondering why Unity wouldn’t have any tool/feature for that. Doi. haha
Thanks very much!