VR First person Camera to Overview / birds eye camera help

Good morning everyone, I am trying to gain an understanding on how to change camera perspectives when inside my SteamVR project.

I want the user to be able to go from first person on the ground, to a birds eye view camera in the sky, where the user could be able to see the overview of the project area. Think of it like standing over a scale model of the Map.

Has anyone ever accomplished this or could help direct me in accomplishing this idea?

-Dylan

I’m currently thinking of something similar to go from interactive cut scenes to top down gameplay.

Could you do a blink fade and simply change the position of your camera?

I did it in a cockpit VR game I made. Camera has 3 modes, toggled by a single controller button press.

  • regular on avatar neck.
  • chase mode
  • stationary cam

It’s best to just do instant change over one frame, no fade or other type of transition.

And no init lerping or anything, that is: when you switch to chase cam; that cam needs to track as if it’s always been on, you don’t want it to lurch forward into motion or anything.

The worldspace rotation vector of the players camera should be unchanged.

You can see my games cam change at 140 secs in this video a user made.

In your case a birds eye cam, you should keep rotation same and just translate it up and behind avatar I guess. This would require your user to look down to see the action, don’t be tempted to pitch the cam down to aid the view (well you can try it, but it feels a little unsettling).

That’s one weird aspect of VR, instant teleport is the most comfortable mode of translating the user. My first instinct was that it would be too jarring.

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