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There's no such thing as "low-effort ports to VR" as you are describing. When you model a 3D object for flat screens, scale is really not that much of a concern
by ingenieros 8y ago
There's no such thing as "low-effort ports to VR" as you are describing. When you model a 3D object for flat screens, scale is really not that much of a concern whereas in VR the player's immersion might be completely ruined if something feels just slightly off. Here's a nice blog post I found on the topic which goes much more in depth: https://blog.teamtreehouse.com/size-matters-scale-relationships-vr https://blog.teamtreehouse.com/size-matters-scale-relationsh...
- andybak 8y agoThe argument in that post is extremely overblown. I've messed around with dozens of Unity assets that were not intended for VR and they usually work perfectly well. "Completely ruined" is hyperbole in any case. Whilst I haven't produced any commercial VR games I have spent two years working with VR in Unity and there are many shortcuts to moving traditional content into VR. Note that I'm not talking about turning FPS games into room scale experiences. I'm talking about using VR as a stereoscopic 360 view into the game world but maintaining existing control schemes. First person games might be more problematic.