Myst is full of interactive objects of various sizes (everything from small buttons to very large levers) arrayed in both wide-open spaces and narrow hallways, so it took us quite a bit of testing to settle on this number. We’ve found that this sweet spot is around 25 cm from the world space location of the bone of the tip of the index finger. 'The Wizards' Studio Brings Mind-bending Cubic Puzzles to Quest 2 in 'Mindset', Trailer Here This range has been tweaked multiple times to get to a good ‘sweet spot’ based on playtesting. The way we prevent movement from occuring while the player may be interacting with something is by preventing any movement code from firing off when the hand making the ‘move’ gesture is within a certain range of an interactable object. It would be pretty jarring to walk up to (but not right up to) a button, point your finger to press it, and then suddenly (and unwantedly) move closer to it in-game (or initiate a teleport unintentionally)! People will make the same pointing gesture to press buttons or interact with other things in the world just out of habit or their own expectation. Of course, pointing a finger is too broad of a gesture to be assumed to only just be used for navigation. Handling Conflicts Between Movement & Object Interaction Poses With smooth turning, turning your wrist while in a thumbs-up position will begin rotating you left or right-once you leave a ‘dead zone’ that prevents a turn from occurring until you pass the threshold. You then have to return your hand to the ‘center’ (straight up) position in order to reset the snap, and additionally wait for a very short cooldown to occur to initiate a snap turn again. With snap turning, rotating your wrist to the left or right from a thumbs-up position causes a single snap turn to initiate. Although pointing with your thumb doesn’t seem like the most intuitive way to turn, it did end up being the most comfortable and consistent way of doing so. This is what we settled on for turning in hand tracking mode. Note that even though you don’t have a huge range of motion it’s still fairly consistent pointing either ‘left’ and ‘right’ with your thumb in this gesture. So how did we solve this? We ended up assigning turning to a ‘thumbs-up’ gesture instead of a pointer-finger-pointing gesture. You can bend your wrist in toward your body quite a bit, but you won’t get the same range of motion bending your wrist away from your body. This issue is the same even if you asked a player to point at something in front of them with their palms facing inward. Rotating your wrist to the left and right (around the up axis of your wrist) while you have your palm facing the ground is challenging and has a very limited range of motion, especially if trying to turn away from your chest. In playtesting, most players would point forward with their palm facing the ground, as one likely would when attempting to point at something outside of a game as well. 'Half-Life' Inspired Adventure 'Vertigo 2' Coming to PSVR 2 in OctoberĬomplications arose in comfort tests, however. When you’re in smooth movement mode, pointing with your free-movement-dominant hand (which can be configured in our controls settings, but is the Left hand by default) will begin smoothly moving you around in the direction you’re pointing. When you ‘un-point’ (by extending the rest of your fingers, or simply pulling your pointer finger back into your palm), the teleport is executed. When you’re in teleport mode, you can point to where you’d like to go and the teleport ring appears at your destination. You likely thought of pointing, right? That’s why we opted to use a ‘pointing’ method for movement in Myst. Picture indicating where you’d like to go. Design Phase & Considerations Designing Navigation for Hand Tracking She has worked on titles such as ‘Myst’ (2020), ‘The Witness’, ‘Braid, Anniversary Edition’, ‘Obduction’, ‘Firmament’ (coming soon!), and more. Originally coming from a purely technical background, she now helps lead production on all titles and manages business & tech efforts at Cyan. Hannah Gamiel is the Development Director at Cyan-the studio behind the original ‘ Myst’ games-and helped develop the new ‘Myst (2020)‘ which includes VR support. We’re super excited to finally let folks play Myst on Quest without physical controllers! In this post, we’ll discuss the evolution and iteration of implementing hand tracking in Myst-and in particular, adding more support for it in Unreal Engine 4.27.2. Using Presence Platform’s upgraded Hand Tracking API, we introduced Hand Tracking with our most recent update to Myst on the Meta Quest Platform, titled ‘Hands & More’.
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